Thursday, 03 November 2016 13:15
ENDLESS LEGEND V1.5.1 S3 (64-bit)

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

13:15:30:147STACKStarting the application, version is V1.5.1 S3 (64-bit)...

Amplitude.Unity.Framework.Application+c__Iterator28:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(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__Iterator2B:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:30:149STACKRunning 64-bit mode...

Amplitude.Unity.Framework.Application+c__Iterator28:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(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__Iterator2B:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:30:149STACKGame directory is "D:\Mes documents\Endless Legend".

Amplitude.Unity.Framework.Application+c__Iterator28:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(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__Iterator2B:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:30:149STACK[Steam] Available game languages are 'english,german,french,italian,spanish,russian,polish', current game language is 'french'.

Amplitude.Unity.Framework.Application+c__Iterator30:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(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__Iterator2B:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:30:149STACK[Steam] Steam user id is '0x011000010a5bd4b9'.

Amplitude.Unity.Framework.Application+c__Iterator31:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(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__Iterator2B:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:30:149STACK[Steam] Steam user name is 'XMass'.

Amplitude.Unity.Framework.Application+c__Iterator31:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(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__Iterator2B:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:30:149STACKLoading registry file 'D:/Jeux/steam/steamapps/common/Endless Legend/EndlessLegend_Data/..\Registry.xml'...

Amplitude.Unity.Framework.Application:LoadRegistryFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application:LoadRegistryFiles(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application:LoadRegistry()
Amplitude.Unity.Framework.Application+c__Iterator28:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(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__Iterator2B:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:30:149STACKRegistry file 'D:\Mes documents\Endless Legend\Registry.xml' does not exist.

Amplitude.Unity.Framework.Application:LoadRegistryFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application:LoadRegistryFiles(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application:LoadRegistry()
Amplitude.Unity.Framework.Application+c__Iterator28:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(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__Iterator2B:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:30:149STACKLoading registry file 'D:\Mes documents\Endless Legend\Users\173790393\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__Iterator28:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(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__Iterator2B:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:30:269STACKThe audio manager is activated: creating the fmod event system...

Amplitude.Unity.Audio.AudioManager+c__Iterator21:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:30:269STACKSetting up the fmod system...

Amplitude.Unity.Audio.AudioManager+c__Iterator21:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:30:269STACKInitializing the fmod event system...

Amplitude.Unity.Audio.AudioManager+c__Iterator21:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:30:269STACKLoad fmod data from folder 'D:/Jeux/steam/steamapps/common/Endless Legend/EndlessLegend_Data/../Public/Audio/'.

Amplitude.Unity.Audio.AudioManager+c__Iterator21:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:30:269STACKPath 'D:/Jeux/steam/steamapps/common/Endless Legend/EndlessLegend_Data/../Public/Audio/' made relative to working directory 'D:\Jeux\steam\steamapps\common\Endless Legend\', result: 'EndlessLegend_Data\..\Public\Audio\'.

Amplitude.Unity.Framework.Path:MakeRelativeToAssetPath(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager+c__Iterator21:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:30:269STACKRooted path 'D:/Jeux/steam/steamapps/common/Endless Legend/EndlessLegend_Data/../Public/Audio/' has been made relative into 'EndlessLegend_Data\..\Public\Audio\'.

Amplitude.Unity.Audio.AudioManager+c__Iterator21:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:30:269STACKPlaying with 13 downloadable content(s): Collector Edition, Dungeon of the Endless Founder Pack (the Mezari), Shades of Alteration (Halloween), World Generation Presets, Visions of the Unseen (the Eyeless Ones), Endless Day, Guardians, Legendary Buildings and Deeds, Victory Quest, Generation Presets and Dorgeshi Faction, Infiltration, Pillage and Forgotten, Forges of Creation, The Lost Tales, Advanced Naval Warfare, Morgawr and Fortresses, Naval Warfare, and Shared Victory.

DownloadableContentManager+c__IteratorED:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:30:269STACKPlaying with 5 activated downloadable content(s): Dungeon of the Endless Founder Pack (the Mezari), Guardians, Legendary Buildings and Deeds, Infiltration, Pillage and Forgotten, The Lost Tales, Advanced Naval Warfare, Morgawr and Fortresses.

DownloadableContentManager+c__IteratorED:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:30:269STACKHello 'XMass'!

Amplitude.Unity.Steam.SteamManager+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:30:269STACKChanging display settings to 1920x1080, 60Hz...

Amplitude.Unity.Video.VideoManager:ChangeDisplaySettings()
Amplitude.Unity.Video.VideoManager+c__Iterator97:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:30:269STACK... skipped change because resolution remains the same.

Amplitude.Unity.Video.VideoManager:ChangeDisplaySettings()
Amplitude.Unity.Video.VideoManager+c__Iterator97:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:30:269STACKSetting the general quality level to '5'.

Amplitude.Unity.Video.VideoManager:set_QualityLevel(System.Reflection.ParameterInfo)
Amplitude.Unity.Video.VideoManager+c__Iterator97:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:30:525STACKCurrent game language is 'french'.

Amplitude.Unity.Localization.LocalizationManager+c__Iterator75:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:30:649STACKSetting the post process quality to 'High'.

VideoManager:ApplyAdvancedVideoSettingPostProcessQuality()
VideoManager+c__Iterator621:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:31:056STACKRuntime configuration is null or empty; using the default module 'Endless Legend' as new configuration.

Amplitude.Unity.Runtime.RuntimeManager+c__Iterator85:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(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__Iterator2C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:31:057STACKThe runtime status has changed to 'Loading'.

Amplitude.Unity.Framework.Application:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator85:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(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__Iterator2C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:31:057STACKLoading runtime module 'Endless Legend'...

Amplitude.Unity.Runtime.Runtime+c__Iterator7E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(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__Iterator2C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:31:057STACKLoading plugin files for database of type 'Amplitude.Unity.Framework.AnimationCurve'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(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__Iterator2C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:31:121STACKLoading plugin files for database of type 'AIBoosterManagerDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:31:121STACKNew audio listener registered: 1 listener(s) registered.

Amplitude.Unity.Audio.AudioManager:RegisterListener(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioReceiver+c__Iterator22:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:31:160STACKLoading plugin files for database of type 'AICommanderMissionDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:31:864STACKLoading plugin files for database of type 'AIParameterDatatableElement'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:32:105STACKLoading plugin files for database of type 'Amplitude.Unity.AI.AIParameterConverter'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:32:155STACKLoading plugin files for database of type 'AICityState'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:32:197STACKLoading plugin files for database of type 'RaiderProductionDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:32:819STACKLoading plugin files for database of type 'AIArmyMissionDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:32:877STACKLoading plugin files for database of type 'Amplitude.Unity.AI.Amas.AgentGroupDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:32:930STACKLoading plugin files for database of type 'Amplitude.Unity.AI.Amas.AgentDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:32:952STACKLoading plugin files for database of type 'AIHeroSkillSchemeDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:33:216STACKLoading plugin files for database of type 'AIPersonalityDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:33:224STACKLoading plugin files for database of type 'AIRandomPersonalityDescriptor'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:33:407STACKLoading plugin files for database of type 'AIStrategicPlanDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:33:419STACKLoading plugin files for database of type 'AIUnitPatternDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:33:426STACKLoading plugin files for database of type 'AIMinorEmpireDefConDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:33:453STACKLoading plugin files for database of type 'AIQuestSolverDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:33:458STACKLoading plugin files for database of type 'AIWeatherPresetDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:33:494STACKLoading plugin files for database of type 'AttitudeFeedbackDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:33:500STACKLoading plugin files for database of type 'AttitudeStateDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:33:513STACKLoading plugin files for database of type 'DeploymentStepDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:33:534STACKLoading plugin files for database of type 'BattleAnalysisRuleDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:33:546STACKLoading plugin files for database of type 'BattleAnalysisModifiers'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:33:597STACKLoading plugin files for database of type 'AfterBattleDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:33:626STACKLoading plugin files for database of type 'AIEncounterStrategyDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:33:632STACKLoading plugin files for database of type 'AIEncounterSpellAffinityDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:33:646STACKLoading plugin files for database of type 'StrategicNetworkDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:33:671STACKLoading plugin files for database of type 'ColossusMissionDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:33:783STACKLoading plugin files for database of type 'Amplitude.Unity.Audio.LayeredEventDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:34:961STACKLoading plugin files for database of type 'Amplitude.Unity.Simulation.SimulationDescriptor'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:35:130STACKLoading plugin files for database of type 'ArmyAction'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:35:157STACKLoading plugin files for database of type 'ApprovalStatus'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:35:225STACKLoading plugin files for database of type 'AttractivenessRule'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:35:517STACKLoading plugin files for database of type 'BattleAction'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:35:571STACKLoading plugin files for database of type 'BattleTargetingUnitBehaviorWeight'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:35:576STACKLoading plugin files for database of type 'BattleTargetingStrategy'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:35:602STACKLoading plugin files for database of type 'CostReduction'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:35:608STACKLoading plugin files for database of type 'BattleSequence'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:35:664STACKLoading plugin files for database of type 'BoosterDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:35:699STACKLoading plugin files for database of type 'BoosterGeneratorDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:36:598STACKLoading plugin files for database of type 'ConstructibleElement'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:36:672STACKLoading plugin files for database of type 'DepartmentOfIndustry+ConstructibleElement'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:36:693STACKLoading plugin files for database of type 'DepartmentOfPlanificationAndDevelopment+ConstructibleElement'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:36:727STACKLoading plugin files for database of type 'DepartmentOfScience+ConstructibleElement'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:36:750STACKLoading plugin files for database of type 'DiplomaticAbilityDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:36:793STACKLoading plugin files for database of type 'DiplomaticRelationScoreModifierDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:36:799STACKLoading plugin files for database of type 'DiplomaticRelationState'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:36:870STACKLoading plugin files for database of type 'DepartmentOfForeignAffairs+ConstructibleElement'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:36:894STACKLoading plugin files for database of type 'Faction'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:36:921STACKLoading plugin files for database of type 'FactionAffinity'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:37:016STACKLoading plugin files for database of type 'FactionTrait'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:37:115STACKLoading plugin files for database of type 'GameModifierDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:37:208STACKLoading plugin files for database of type 'InfiltrationAction'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:37:297STACKLoading plugin files for database of type 'ItemDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:37:323STACKLoading plugin files for database of type 'LeechDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:37:352STACKLoading plugin files for database of type 'PathfindingRule'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:37:403STACKLoading plugin files for database of type 'PointOfInterestTemplate'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:37:422STACKLoading plugin files for database of type 'ResourceConverterDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:37:453STACKLoading plugin files for database of type 'ReinforcementTemplate'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:37:482STACKLoading plugin files for database of type 'Seizure'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:37:509STACKLoading plugin files for database of type 'TradableCategoryDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:37:550STACKLoading plugin files for database of type 'UnitAbility'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:37:621STACKLoading plugin files for database of type 'UnitBodyDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:37:834STACKLoading plugin files for database of type 'UnitDesign'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:37:861STACKLoading plugin files for database of type 'UnitProfile'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:37:869STACKLoading plugin files for database of type 'UnitProfileNames'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:37:879STACKLoading plugin files for database of type 'UnitRank'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:37:898STACKLoading plugin files for database of type 'UnitSkill'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:37:929STACKLoading plugin files for database of type 'WeatherDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:37:938STACKLoading plugin files for database of type 'WorldFormation'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:37:998STACKLoading plugin files for database of type 'GuiSorting'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:38:005STACKLoading plugin files for database of type 'GuiAttributesDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:38:012STACKLoading plugin files for database of type 'GuiTradeRouteIncomesDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:39:244STACKLoading plugin files for database of type 'Amplitude.Unity.Gui.GuiElement'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:39:293STACKLoading plugin files for database of type 'Amplitude.Unity.Gui.GuiTooltipDescription'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:39:312STACKLoading plugin files for database of type 'GuiCursor'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:39:337STACKLoading plugin files for database of type 'MouseCursorRule'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:39:364STACKCursorManager.LoadMouseRules

CursorManager:LoadMouseRules()
CursorManager:Update()

13:15:39:365STACKCursorManager.LoadMouseRules success with 15 rules

CursorManager:LoadMouseRules()
CursorManager:Update()

13:15:39:365STACKLoading 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__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:39:408STACKLoading plugin files for database of type 'AnomalyTypeMapping'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:39:433STACKLoading plugin files for database of type 'BiomeTypeMapping'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:39:454STACKLoading plugin files for database of type 'Palette'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:39:481STACKLoading plugin files for database of type 'ResourceDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:39:546STACKLoading plugin files for database of type 'TerrainTypeMapping'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:39:552STACKLoading plugin files for database of type 'OrbTypeMapping'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:39:589STACKLoading plugin files for database of type 'WeatherTypeMapping'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:39:594STACKLoading plugin files for database of type 'RiverTypeMapping'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:39:626STACKLoading plugin files for database of type 'BattleFeedbackMapping'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:39:869STACKLoading plugin files for database of type 'Droplist'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:43:564STACKLoading plugin files for database of type 'QuestDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:43:599STACKLoading plugin files for database of type 'SeasonDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:43:622STACKLoading plugin files for database of type 'SeasonEffectDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:43:649STACKLoading plugin files for database of type 'PillarDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:43:698STACKLoading plugin files for database of type 'PillageRewardDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:43:725STACKLoading plugin files for database of type 'SpellDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:43:753STACKLoading plugin files for database of type 'WorldEffectDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:43:760STACKLoading plugin files for database of type 'GameStatisticDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:43:766STACKLoading plugin files for database of type 'GameScoreDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:43:792STACKLoading plugin files for database of type 'VictoryCondition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:43:812STACKLoading plugin files for database of type 'Amplitude.Unity.Achievement.AchievementDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:43:836STACKLoading plugin files for database of type 'Amplitude.Unity.Achievement.AchievementStatisticDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:43:863STACKLoading plugin files for database of type 'AlterationData'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:44:057STACKLoading plugin files for database of type 'DefaultFxDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:44:088STACKLoading plugin files for database of type 'BattleVisualEffects'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:44:141STACKLoading plugin files for database of type 'OptionDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:44:170STACKLoading plugin files for database of type 'WorldGeneratorScenarioDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:44:258STACKLoading runtime registry files...

Amplitude.Unity.Runtime.Plugins.RuntimeRegistryPlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:44:271STACKSpent 13.512 second(s) loading the module plugins.

Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:44:271STACKRuntime hash key = '2369F439EC4510918A1013635FF36CD0'.

Amplitude.Unity.Runtime.Runtime+c__Iterator7B:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:44:271STACKWaiting 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__Iterator85:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:44:271STACKWaiting 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__Iterator85:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:44:271STACKRuntimeService_RuntimeChange, reloading (null).

Amplitude.Unity.Gui.GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator85:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:44:271STACK(pre) OnGuiSceneStateChange: Loading.

GuiManager:OnGuiSceneStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager+c__Iterator5B:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator85:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:44:271STACKOnGuiSceneStateChange: Loading.

GuiManager:OnGuiSceneStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager+c__Iterator5B:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator85:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:44:271STACKThe runtime status has changed to 'Loaded'.

Amplitude.Unity.Framework.Application:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator85:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:44:584STACKSteamClientCallbacks_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()

13:15:44:584STACK[Achievement] 92 statistics(s) have been loaded.

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

13:15:44:584STACK[Achievement] 114 achievement(s) have been loaded.

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

13:15:46:287STACKRebuilding the texture atlas...

AgeAtlas:Build()
AgeManager:Init()
Amplitude.Unity.Gui.GuiManager+c__Iterator5B:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:46:287STACK(pre) OnGuiSceneStateChange: Loaded.

GuiManager:OnGuiSceneStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager+c__Iterator5B:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:46:287STACKOnGuiSceneStateChange: Loaded.

GuiManager:OnGuiSceneStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager+c__Iterator5B:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:15:47:467STACKLoading the outgame view...

OutGameView+c__Iterator636:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
OutGameView:LoadScene()
OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

13:15:48:933STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
OutGameView+c__Iterator636:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:29:796STACKOnLoadGameCB

MenuMainScreen:OnLoadGameCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

13:16:32:594STACKLoading file 'D:\Mes documents\Endless Legend\Save Files\Morgawr - Tour 121.zip'

LoadSaveModalPanel:OnLoadCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

13:16:32:697STACKUsing late update preemption (TimeSpan = 6.66, Frequency = 5, Enable Diagnostics = False).

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

13:16:32:697STACKThe 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()

13:16:32:697STACKThe 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()

13:16:32:697STACK[DownloadableContent] DownloadableContentSharing.SharedByClient, bitfield = 4

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()

13:16:32:697STACK[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()

13:16:32:697STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 84516 (GameSaveDescriptor).

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

13:16:32:697STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 84516 (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()

13:16:32:697STACK[Lobby] SlotCount: total=0, occupied=0, free=0.

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

13:16:32:697STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 84516 (GameSaveDescriptor).

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

13:16:32:697STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 84516 (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()

13:16:32:697STACK[SessionState] SessionState_Opened.Begin()

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

13:16:32:697STACK[SessionState] SessionState_OpenedAndLaunching.Begin()

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

13:16:32:697STACKLaunching the game server...

Session:IGameServerLauncher.Launch()
SessionState_OpenedAndLaunching+c__Iterator61E:MoveNext()
Amplitude.Coroutine:Run()
SessionState_OpenedAndLaunching:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:16:32:698STACKLaunching the game client...

Session:IGameClientLauncher.Launch()
SessionState_OpenedAndLaunching+c__Iterator61E:MoveNext()
Amplitude.Coroutine:Run()
SessionState_OpenedAndLaunching:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:16:32:698STACKGameServerState_InitializeServer.

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

13:16:32:698STACKGameServerState_LaunchGame.

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

13:16:32:698STACKGameClientState_WaitingForServer

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

13:16:32:728STACKWaiting for the ignition of all game ancillaries...

Amplitude.Unity.Game.Game+c__Iterator55:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:32:728STACK[Net] [GameServer] Initiate connection to server with steamIDRemote: '0x011000010a5bd4b9', steamIDUser: '0x011000010a5bd4b9'.

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

13:16:32:728STACK[Net] [GameClient] Got initiate connection response from server.

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

13:16:32:736STACK[SessionState] SessionState_OpenedAndLaunched.Begin()

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

13:16:32:747STACKGameClientState_ConnectedToServer.

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

13:16:32:747STACKGameClientState_LaunchGame.

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

13:16:32:747STACK[Dump] GameManager.DumpingMethod = Binary

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

13:16:32:747STACKWaiting 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()

13:16:32:803STACKAll game ancillaries have been ignited.

Amplitude.Unity.Game.Game+c__Iterator55:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:32:803STACKLoading from archive 'D:\Mes documents\Endless Legend\Save Files\Morgawr - Tour 121.zip'...

GameManager+c__Iterator291:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:32:803STACKUsing path to archive: 'D:\Mes documents\Endless Legend\Save Files\Morgawr - Tour 121.zip'

GameManager+c__Iterator291:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:32:803STACKThe world has been initialized (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:33:162STACKThe world has been loaded (in 0.354 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:33:164STACKThe game ancillary (type of: Cadaster) has been loaded (in 0.001 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:33:178STACKThe game ancillary (type of: WorldEffectManager) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:33:194STACKThe game ancillary (type of: PlayerRepository) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:33:211STACKThe game ancillary (type of: EncounterRepository) has been loaded (in 0.001 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:33:228STACKThe game ancillary (type of: GameEntityRepository) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:33:246STACKThe game ancillary (type of: HeroPool) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:33:261STACKThe game ancillary (type of: PillarManager) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:33:278STACKThe game ancillary (type of: SeasonManager) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:33:326STACKThe pathfinding service is ready.

PathfindingManager:OnPathfindingServiceReady()
PathfindingManager+c__Iterator11D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:33:326STACKThe game ancillary (type of: PathfindingManager) has been loaded (in 0.046 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:33:327STACKThe game ancillary (type of: PlayerControllerRepository) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:33:344STACKThe game ancillary (type of: QuestManager) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:33:361STACKThe game ancillary (type of: VictoryManager) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:33:378STACKThe game ancillary (type of: VisibilityController) has been loaded (in 0.001 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:33:394STACKThe game ancillary (type of: WorldPositionning) has been loaded (in 0.001 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:33:411STACKThe game ancillary (type of: Marketplace) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:33:428STACKThe game ancillary (type of: DiplomacyManager) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:33:444STACKThe game ancillary (type of: WorldPositionSimulationEvaluator) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:33:461STACKThe game ancillary (type of: PingManager) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:33:478STACKThe game ancillary (type of: TutorialManager) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:33:494STACKThe game ancillary (type of: LeechManager) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:33:511STACKThe game ancillary (type of: CooldownManager) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:33:528STACKThe game ancillary (type of: OrbManager) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:33:544STACKThe game ancillary (type of: WeatherManager) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:232STACKRegister new contract DiplomaticContract 3800 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 3 State: Signed Revision: 0 CloseBorders Proposer: 6 Provider: 6 Receiver: 3.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:233STACKRegister new contract DiplomaticContract 3841 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 3 State: Signed Revision: 0 CloseBorders Proposer: 1 Provider: 1 Receiver: 3.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:233STACKRegister new contract DiplomaticContract 3940 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 6 State: Signed Revision: 0 ColdWarToWar Proposer: 3 Provider: 3 Receiver: 6 DestinationState: DiplomaticRelationStateWar.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:233STACKRegister new contract DiplomaticContract 4071 EmpireWhichInitiated: Empire 4 EmpireWhichProposes: Empire 4 EmpireWhichReceives: Empire 7 State: Signed Revision: 0 CloseBorders Proposer: 4 Provider: 4 Receiver: 7.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:233STACKRegister new contract DiplomaticContract 4429 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 1 State: Signed Revision: 0 CloseBorders Proposer: 3 Provider: 3 Receiver: 1.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:233STACKRegister new contract DiplomaticContract 4590 EmpireWhichInitiated: Empire 7 EmpireWhichProposes: Empire 7 EmpireWhichReceives: Empire 4 State: Signed Revision: 0 CloseBorders Proposer: 7 Provider: 7 Receiver: 4.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:233STACKRegister new contract DiplomaticContract 4620 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 5 State: Signed Revision: 0 CloseBorders Proposer: 0 Provider: 0 Receiver: 5.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:233STACKRegister new contract DiplomaticContract 4802 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 5 State: Signed Revision: 0 BlackSpot Proposer: 0 Provider: 0 Receiver: 5.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:233STACKRegister new contract DiplomaticContract 4945 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 CloseBorders Proposer: 5 Provider: 5 Receiver: 0.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:233STACKRegister new contract DiplomaticContract 5051 EmpireWhichInitiated: Empire 4 EmpireWhichProposes: Empire 4 EmpireWhichReceives: Empire 7 State: Signed Revision: 0 ColdWarToWar Proposer: 4 Provider: 4 Receiver: 7 DestinationState: DiplomaticRelationStateWar.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:233STACKRegister new contract DiplomaticContract 5210 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 ColdWarToWar Proposer: 5 Provider: 5 Receiver: 0 DestinationState: DiplomaticRelationStateWar.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:233STACKRegister new contract DiplomaticContract 5482 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 3 State: Signed Revision: 0 ColdWarToWar Proposer: 1 Provider: 1 Receiver: 3 DestinationState: DiplomaticRelationStateWar.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:233STACKRegister new contract DiplomaticContract 5588 EmpireWhichInitiated: Empire 2 EmpireWhichProposes: Empire 2 EmpireWhichReceives: Empire 5 State: Signed Revision: 0 CloseBorders Proposer: 2 Provider: 2 Receiver: 5.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:233STACKRegister new contract DiplomaticContract 5650 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 3 State: Refused Revision: 0 WarToTruce Proposer: 6 Provider: 6 Receiver: 3 DestinationState: DiplomaticRelationStateTruce CityDeal Proposer: 6 Provider: 6 Receiver: 3 CityGUID: 5373.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:233STACKRegister new contract DiplomaticContract 5894 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 BlackSpotNullification Proposer: 5 Provider: 5 Receiver: 0.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:234STACKRegister new contract DiplomaticContract 5918 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 5 State: Signed Revision: 0 BlackSpot Proposer: 0 Provider: 0 Receiver: 5.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:234STACKRegister new contract DiplomaticContract 6045 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 3 State: Refused Revision: 0 WarToTruce Proposer: 6 Provider: 6 Receiver: 3 DestinationState: DiplomaticRelationStateTruce CityDeal Proposer: 6 Provider: 6 Receiver: 3 CityGUID: 4506.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:234STACKRegister new contract DiplomaticContract 6087 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 5 State: Signed Revision: 0 CloseBorders Proposer: 6 Provider: 6 Receiver: 5.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:234STACKRegister new contract DiplomaticContract 6173 EmpireWhichInitiated: Empire 7 EmpireWhichProposes: Empire 7 EmpireWhichReceives: Empire 4 State: Refused Revision: 0 WarToTruce Proposer: 7 Provider: 7 Receiver: 4 DestinationState: DiplomaticRelationStateTruce TechnologyDeal Proposer: 7 Provider: 7 Receiver: 4 Technology: TechnologyDefinitionWeaponUncommonTier1.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:234STACKRegister new contract DiplomaticContract 6327 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 0 State: Refused Revision: 0 WarToTruce Proposer: 5 Provider: 5 Receiver: 0 DestinationState: DiplomaticRelationStateTruce CityDeal Proposer: 5 Provider: 5 Receiver: 0 CityGUID: 2041.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:234STACKRegister new contract DiplomaticContract 6496 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 3 State: Refused Revision: 0 WarToTruce Proposer: 6 Provider: 6 Receiver: 3 DestinationState: DiplomaticRelationStateTruce ResourceDeal Proposer: 6 Provider: 6 Receiver: 3 ResourceName: Strategic1 Amount: 105.6.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:234STACKRegister new contract DiplomaticContract 6553 EmpireWhichInitiated: Empire 7 EmpireWhichProposes: Empire 7 EmpireWhichReceives: Empire 4 State: Refused Revision: 0 WarToTruce Proposer: 7 Provider: 7 Receiver: 4 DestinationState: DiplomaticRelationStateTruce TechnologyDeal Proposer: 7 Provider: 7 Receiver: 4 Technology: TechnologyDefinitionDefenseRecovery1.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:234STACKRegister new contract DiplomaticContract 6592 EmpireWhichInitiated: Empire 2 EmpireWhichProposes: Empire 2 EmpireWhichReceives: Empire 5 State: Signed Revision: 0 ColdWarToWar Proposer: 2 Provider: 2 Receiver: 5 DestinationState: DiplomaticRelationStateWar.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:234STACKRegister new contract DiplomaticContract 6639 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 0 State: Refused Revision: 0 WarToTruce Proposer: 5 Provider: 5 Receiver: 0 DestinationState: DiplomaticRelationStateTruce TechnologyDeal Proposer: 5 Provider: 5 Receiver: 0 Technology: TechnologyDefinitionArmorUncommonTier1.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:234STACKRegister new contract DiplomaticContract 6904 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 5 State: Refused Revision: 1 WarToTruce Proposer: 5 Provider: 5 Receiver: 0 DestinationState: DiplomaticRelationStateTruce CityDeal Proposer: 0 Provider: 5 Receiver: 0 CityGUID: 2041.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:234STACKRegister new contract DiplomaticContract 6952 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 6 State: Signed Revision: 0 CloseBorders Proposer: 5 Provider: 5 Receiver: 6.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:234STACKRegister new contract DiplomaticContract 7011 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 3 State: Refused Revision: 0 WarToTruce Proposer: 6 Provider: 6 Receiver: 3 DestinationState: DiplomaticRelationStateTruce AskToDeclareWar Proposer: 6 Provider: 6 Receiver: 3.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:234STACKRegister new contract DiplomaticContract 7053 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 5 State: Signed Revision: 0 WarToTruce Proposer: 0 Provider: 0 Receiver: 5 DestinationState: DiplomaticRelationStateTruce ResourceDeal Proposer: 0 Provider: 5 Receiver: 0 ResourceName: EmpireMoney Amount: 339 ResourceDeal Proposer: 0 Provider: 5 Receiver: 0 ResourceName: Strategic2 Amount: 31 ResourceDeal Proposer: 0 Provider: 5 Receiver: 0 ResourceName: Strategic4 Amount: 56 ResourceDeal Proposer: 0 Provider: 5 Receiver: 0 ResourceName: Luxury15 Amount: 13 TechnologyDeal Proposer: 0 Provider: 5 Receiver: 0 Technology: TechnologyDefinitionMapActionPillage ResourceDeal Proposer: 0 Provider: 5 Receiver: 0 ResourceName: Luxury3 Amount: 10 ResourceDeal Proposer: 0 Provider: 5 Receiver: 0 ResourceName: Luxury5 Amount: 9.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:234STACKRegister new contract DiplomaticContract 7054 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 5 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:234STACKRegister new contract DiplomaticContract 7068 EmpireWhichInitiated: Empire 4 EmpireWhichProposes: Empire 4 EmpireWhichReceives: Empire 2 State: Signed Revision: 0 CloseBorders Proposer: 4 Provider: 4 Receiver: 2.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:234STACKRegister new contract DiplomaticContract 7348 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 3 State: Refused Revision: 0 WarToTruce Proposer: 6 Provider: 6 Receiver: 3 DestinationState: DiplomaticRelationStateTruce CityDeal Proposer: 6 Provider: 6 Receiver: 3 CityGUID: 6432.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:234STACKLoad game with difficulty Serious and speed Normal.

Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:234STACKUpdateArmyObjective.Initialize

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager+c__Iterator16C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:235STACKUpdateArmyObjective.Initialize

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager+c__Iterator16C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:235STACKUpdateArmyObjective.Initialize

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager+c__Iterator16C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:235STACKUpdateArmyObjective.Initialize

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager+c__Iterator16C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:235STACKUpdateArmyObjective.Initialize

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager+c__Iterator16C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:235STACKUpdateArmyObjective.Initialize

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager+c__Iterator16C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:235STACKRegistering new data (name: NumberOfLandRegions, value: 66)

VictoryManager+c__Iterator179:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:235STACKCan't get network statistic (name: 'FINAL_QUEST_COMPLETED_FACTIONREPLICANTS').

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
GoogleAnalyticsManager:SendSessionMetrics()
GoogleAnalyticsManager:GameService_CreateGameComplete(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnCreateGameComplete(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator58:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:235STACKCan't get network statistic (name: 'FINAL_QUEST_COMPLETED_FACTIONWINTERSHIFTERS').

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
GoogleAnalyticsManager:SendSessionMetrics()
GoogleAnalyticsManager:GameService_CreateGameComplete(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnCreateGameComplete(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator58:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:235STACKCan't get network statistic (name: 'FINAL_QUEST_COMPLETED_FACTIONSEADEMONS').

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
GoogleAnalyticsManager:SendSessionMetrics()
GoogleAnalyticsManager:GameService_CreateGameComplete(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnCreateGameComplete(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator58:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:235STACKThe 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__Iterator58:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:235STACKThe 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__Iterator58:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:235STACKGameServerState_GameLaunchedAndReady.

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

13:16:45:235STACKGameClientState_GameLaunched.

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

13:16:45:235STACK[PlayerRepository] Player 'XMass' has been registered (Human/Local) on Empire #0.

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

13:16:45:235STACK[PlayerRepository] Player 'IA#1' has been registered (AI/Local) on Empire #1.

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

13:16:45:235STACK[PlayerRepository] Player 'IA#2' has been registered (AI/Local) on Empire #2.

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

13:16:45:235STACK[PlayerRepository] Player 'IA#3' has been registered (AI/Local) on Empire #3.

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

13:16:45:235STACK[PlayerRepository] Player 'IA#4' has been registered (AI/Local) on Empire #4.

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

13:16:45:235STACK[PlayerRepository] Player 'IA#5' has been registered (AI/Local) on Empire #5.

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

13:16:45:235STACK[PlayerRepository] Player 'IA#6' has been registered (AI/Local) on Empire #6.

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

13:16:45:235STACK[PlayerRepository] Player 'IA#7' has been registered (AI/Local) on Empire #7.

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

13:16:45:235STACKChanging 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()

13:16:45:595STACKDestroying the outgame view scene to free some resources. (switching to 'WorldView')

OutGameView:UnloadScene()
OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

13:16:45:627STACKLoading the world view... loading the camera controller...

WorldView+c__Iterator69D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:627STACKLoading the world view... loading the world renderer...

WorldView+c__Iterator69D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:627STACKLoading the world view... complete!

WorldView+c__Iterator69D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:660STACKCamera controller set!

WorldView:Focus(System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager+c__IteratorA1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:660STACKInitializing the render view technique...

WorldView+c__Iterator69F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldView:ReloadWorldViewTechnique(System.Reflection.ParameterInfo)
WorldView:Focus(System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager+c__IteratorA1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:45:661STACKWaiting for the ignition of all world view technique ancillaries...

WorldViewTechnique+c__Iterator66F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldView:ReloadWorldViewTechnique(System.Reflection.ParameterInfo)
WorldView:Focus(System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager+c__IteratorA1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:48:542STACKAll world view technique ancillaries have been ignited.

WorldViewTechnique+c__Iterator66F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:48:542STACKLoading the render view technique...

WorldView+c__Iterator69F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:16:48:542STACKHxTechniqueGraphicData.Load Begin

HxTechniqueGraphicData+c__Iterator67B:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:17:14:185STACKThe ancillary service 'HxDecalManager' has been loaded (in 0 second(s)).

WorldViewTechnique+c__Iterator670:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:17:14:185STACKThe ancillary service 'DefaultGlobalPositionning' has been loaded (in 0.001 second(s)).

WorldViewTechnique+c__Iterator670:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:17:14:185STACKThe ancillary service 'DefaultWorldEntityMapping' has been loaded (in 0 second(s)).

WorldViewTechnique+c__Iterator670:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:17:14:185STACKThe ancillary service 'DefaultWorldEntityFactory' has been loaded (in 14.622 second(s)).

WorldViewTechnique+c__Iterator670:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:17:14:185STACKThe ancillary service 'DefaultPathRenderer' has been loaded (in 0 second(s)).

WorldViewTechnique+c__Iterator670:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:17:14:185STACKThe ancillary service 'DefaultLayerController' has been loaded (in 0 second(s)).

WorldViewTechnique+c__Iterator670:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:17:14:185STACKUsing double buffering for LookupTexture update : False

VisibilityRenderer+c__Iterator658:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:17:14:186STACKThe ancillary service 'VisibilityRenderer' has been loaded (in 0.008 second(s)).

WorldViewTechnique+c__Iterator670:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:17:14:186STACKThe ancillary service 'DefaultResourceRenderer' has been loaded (in 0.002 second(s)).

WorldViewTechnique+c__Iterator670:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:17:14:186STACKThe ancillary service 'DefaultWorldViewStatistics' has been loaded (in 0 second(s)).

WorldViewTechnique+c__Iterator670:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:17:14:186STACKThe ancillary service 'FxManager' has been loaded (in 0 second(s)).

WorldViewTechnique+c__Iterator670:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:17:14:186STACKThe ancillary service 'RegionRenderer' has been loaded (in 0.003 second(s)).

WorldViewTechnique+c__Iterator670:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:17:14:186STACKThe ancillary service 'WorldGlobalAmbienceController' has been loaded (in 0.003 second(s)).

WorldViewTechnique+c__Iterator670:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:17:14:186STACKThe ancillary service 'InstancingRenderer' has been loaded (in 0 second(s)).

WorldViewTechnique+c__Iterator670:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:17:14:186STACKThe ancillary service 'DefaultWorldEntityCulling' has been loaded (in 0 second(s)).

WorldViewTechnique+c__Iterator670:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:17:14:186STACKRoadRenderer.Load start

RoadRenderer+c__Iterator652:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:17:14:186STACKRoadRenderer.Load end

RoadRenderer+c__Iterator652:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:17:14:186STACKThe ancillary service 'RoadRenderer' has been loaded (in 0.001 second(s)).

WorldViewTechnique+c__Iterator670:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:17:14:186STACKThe ancillary service 'EncodingTextureManager' has been loaded (in 0.002 second(s)).

WorldViewTechnique+c__Iterator670:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:17:14:186STACKInsideFramePostProcess.Load

InsideFramePostProcess+c__Iterator2A8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:17:14:186STACKThe ancillary service 'InsideFramePostProcess' has been loaded (in 0 second(s)).

WorldViewTechnique+c__Iterator670:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:17:14:186STACKThe ancillary service 'OrbRenderer' has been loaded (in 0 second(s)).

WorldViewTechnique+c__Iterator670:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:17:14:186STACKThe ancillary service 'WeatherRenderer' has been loaded (in 0.001 second(s)).

WorldViewTechnique+c__Iterator670:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:17:14:755STACKGameClientState_GameLaunchedAndReady.

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

13:17:14:755STACKPlaying layered music .

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

13:17:15:101STACK[Net][GameServer] GameInProgress

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

13:17:15:101STACKGameServerState_Turn_Begin.

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

13:17:15:101STACKForcing the AI scheduler to load the game because we're about to save another one...

GameServerState_Turn_Begin+c__Iterator619:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:17:056STACKAIMaster AIPlayer: Empire 0 change its state from Deactivated to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE1:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:17:056STACKAIMaster AIPlayer: Empire 1 change its state from Deactivated to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE1:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:17:056STACKAIMaster AIPlayer: Empire 2 change its state from Deactivated to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE1:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:17:056STACKAIMaster AIPlayer: Empire 3 change its state from Deactivated to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE1:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:17:056STACKAIMaster AIPlayer: Empire 4 change its state from Deactivated to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE1:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:17:056STACKAIMaster AIPlayer: Empire 5 change its state from Deactivated to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE1:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:17:056STACKAIMaster AIPlayer: Empire 6 change its state from Deactivated to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE1:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:17:056STACKAIMaster AIPlayer: Empire 7 change its state from Deactivated to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE1:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:17:056STACKAIMaster AIPlayer_MinorEmpire change its state from Deactivated to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE2:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:17:056STACKAIMaster AIPlayer_NavalEmpire change its state from Deactivated to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE3:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:17:056STACKAIMaster AIPlayer: Lesser Empire 75 change its state from Deactivated to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE4:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:17:056STACK[Lesser Empire] Creating Empire Entity LesserEmpire#0

AIPlayer_LesserEmpire+c__Iterator49:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:17:056STACKRun thread AIPlayer: Lesser Empire 75.

AIPlayer+c__Iterator40:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:17:057STACKSeason change: new season 'Summer', the new season will end at turn 122 (duration: 19 turn(s)).

SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SeasonManager:GameServer_Turn_Begin()
GameServerState_Turn_Begin+c__Iterator619:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:17:057STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:PlayAmbianceMusic()
AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5D2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:19:086STACKSkipping interaction because quests have already been triggered (turn: 120, last checked: 120).

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

13:17:19:086STACKSkipping check because victory conditions have already been already checked for (turn: 119, last checked: 119).

VictoryManager:IVictoryManagementService.CheckForVictoryConditions(System.Reflection.ParameterInfo)
GameServerState_Turn_CheckForGameEndingConditions:CheckForVictoryConditions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:19:086STACKGameServerState_Turn_AI.

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

13:17:19:086STACKChanging ai state of empire (index: 0, from: 'EmpireControlledByAI', to: 'EmpireControlledByHuman').

GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:19:086STACKAIMaster AIPlayer: Empire 0 change its state from EmpireControlledByAI to EmpireControlledByHuman.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:20:403STACK[SCORING] BuyEvaluation was canceled while it was the chosen buy evaluation

EvaluableMessage:CancelBuyEvaluation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Production:ApplyProductionEvaluation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Production:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity_City:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:17:21:752STACKCan't find resource location 'Production' (reference location: City#2616).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:17:22:603STACKCan't find resource location 'Production' (reference location: City#6504).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:17:22:603STACKAIMaster AIPlayer: Empire 5 change its state from EmpireControlledByAI to Dead.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:17:22:835STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:17:22:835STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:17:22:836STACKCan't find resource location 'Production' (reference location: City#5373).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:17:22:836STACKCan't find resource location 'Production' (reference location: City#1983).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:17:22:836STACKCan't find resource location 'Production' (reference location: City#4506).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:17:22:836STACKCan't find resource location 'Production' (reference location: City#2559).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:17:23:101STACKCan't find resource location 'Production' (reference location: City#4591).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:17:23:101STACKCan't find resource location 'Production' (reference location: City#2922).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:17:23:148STACKGameServerState_Turn_Main.

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

13:17:23:671STACKGameClientState_Turn_Begin.

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

13:17:23:671STACKQuestManager: Skipping EventBeginTurn on loading.

QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:23:773STACKGameClientState_Turn_Main.

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

13:17:23:773STACK[Quest] Applying quest world effect QuestWorldEffect#0005 for 8 turns

QuestManager:IQuestManagementService.ApplyQuestWorldEffect(System.Reflection.ParameterInfo)
GameClient+c__Iterator5F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:23:922STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000011, empire: 59, guid: 7368, level: 2

DepartmentOfDefense+c__Iterator1BF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:27:641STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:27:641STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:28:554STACKBefore 6751 to 0: 1er Légion Argile (7374) at -1 Ataiu (3007) at 0 1er Légion Fer (4127) at 0 1er Légion Laiton (6751) at 1

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:28:555STACKAfter: 1er Légion Argile (7374) at -1 Ataiu (3007) at 1 1er Légion Fer (4127) at 1 1er Légion Laiton (6751) at 0

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:28:555STACKBefore 3007 to 2: 1er Légion Argile (7374) at -1 Ataiu (3007) at 1 1er Légion Fer (4127) at 1 1er Légion Laiton (6751) at 0

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:28:555STACKAfter: 1er Légion Argile (7374) at -1 Ataiu (3007) at 2 1er Légion Fer (4127) at 1 1er Légion Laiton (6751) at 0

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:30:291STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:30:291STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:34:169STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:34:169STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:35:459STACKGotoAndAttack Preprocessor. Attacker=7373, Defender=935.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:35:485STACKArmyGoToAndAttackInstruction: lock target 935.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:36:502STACKArmyGoToAndAttackInstruction: Unlock target 935.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:39:215STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:39:215STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:41:104STACKBattleEffect_CancelEffect cannot cancel BattleEffect_Submerge: no such effect is applied!

BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo)
BattleEffectController:OnRoundStart(System.Reflection.ParameterInfo)
BattleActionController:OnRoundStart()
BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleController+c__Iterator277:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:41:249STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #8, context: 'Fortress#935'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo)
GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5E4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:42:169STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:42:169STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:45:161STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:17:45:161STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:14:412STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

GameServerState_Turn_Finished+c__Iterator24E:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:14:412STACKTimeout: Tickables NeedTick: RaidersArmy,RaidersArmy,,,,,RaidersArmy,,,RaidersArmy,,,,,,,,,,,AICommanderMission_BesiegeCityDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RegroupArmyAt,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,AICommanderMission_SiegeBreaker,AICommanderMission_SiegeBreaker,,,,,,,,,,,NavyFortress

GameServerState_Turn_Finished+c__Iterator24E:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:15:876STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator611:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:15:876STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:15:876STACK[Desync] 'PointOfInterest#702' has been reattached to 'City#2616' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:15:876STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:15:876STACK[Desync] 'PointOfInterest#97' has been reattached to 'City#6652' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:18:245STACK[Net] Transition is synced.

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

13:20:18:245STACK[Dump] SynchronizationState = Unset

GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:18:245STACK[Trans] False

GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:18:245STACK[Dump] SynchronizationState = Unset

GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:18:246STACK[Trans] False

GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:18:297STACKGameServerState_Turn_Begin.

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

13:20:19:984STACKGameServerState_Turn_AI.

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

13:20:19:984STACKChanging ai state of empire (index: 5, from: 'Dead', to: 'EmpireControlledByAI').

GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:19:985STACKAIMaster AIPlayer: Empire 5 change its state from Dead to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:22:145STACKCan't find resource location 'Production' (reference location: City#2616).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:20:22:932STACKCan't find resource location 'Production' (reference location: City#6504).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:20:22:933STACKAIMaster AIPlayer: Empire 5 change its state from EmpireControlledByAI to Dead.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:20:23:123STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:20:23:123STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:20:23:123STACKCan't find resource location 'Production' (reference location: City#5373).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:20:23:123STACKCan't find resource location 'Production' (reference location: City#4506).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:20:23:123STACKCan't find resource location 'Production' (reference location: City#1983).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:20:23:123STACKCan't find resource location 'Production' (reference location: City#2559).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:20:23:364STACKCan't find resource location 'Production' (reference location: City#4591).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:20:23:364STACKCan't find resource location 'Production' (reference location: City#2922).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:20:23:411STACKGameServerState_Turn_Main.

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

13:20:23:854STACKGameClientState_Turn_Begin.

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

13:20:23:854STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 1.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:23:904STACKGameClientState_Turn_Main.

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

13:20:25:993STACKPreprocessor failed because the tile (45,99) is not stopable for army 6266.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:27:636STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_RegroupArmyAt=7020 for GenericCommander Priority 0.4197239

AICommanderMission_RegroupArmyAt:TryGetArmyData()
AICommanderMission:Initializing()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:27:892STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_RegroupArmyAt=7036 for GenericCommander Priority 0.75

AICommanderMission_RegroupArmyAt:TryGetArmyData()
AICommanderMission:Initializing()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:27:892STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_RegroupArmyAt=7034 for GenericCommander Priority 0.8

AICommanderMission_RegroupArmyAt:TryGetArmyData()
AICommanderMission:Initializing()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:28:108STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:28:108STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:31:123STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:31:123STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:33:431STACKGotoAndAttack Preprocessor. Attacker=7373, Defender=936.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:33:450STACKArmyGoToAndAttackInstruction: lock target 936.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:36:317STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:36:317STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:36:317STACKGotoAndAttack Preprocessor. Attacker=2890, Defender=935.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:36:335STACKArmyGoToAndAttackInstruction: lock target 935.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:36:452STACKArmyGoToAndAttackInstruction: Unlock target 936.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:38:667STACKGotoAndAttack Preprocessor. Attacker=2171, Defender=7373.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:40:347STACKArmyGoToAndAttackInstruction: Unlock target 935.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:40:985STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:43:121STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:46:733STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:46:733STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:46:733STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:46:733STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:49:684STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:20:49:684STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:22:39:876STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

GameServerState_Turn_Finished+c__Iterator24E:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:22:39:876STACKTimeout: Tickables NeedTick: NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,,,,,,,,,,NavyFortress,,,,,,,,,,AICommanderMission_RoamingDefault

GameServerState_Turn_Finished+c__Iterator24E:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:22:41:274STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator611:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:22:41:274STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:22:41:274STACK[Desync] 'PointOfInterest#829' has been reattached to 'City#4467' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:22:41:274STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:22:41:274STACK[Desync] 'PointOfInterest#849' has been reattached to 'City#6090' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:22:41:274STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:22:41:274STACK[Desync] 'PointOfInterest#877' has been reattached to 'City#1691' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:22:41:274STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingNecrophages

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:22:41:274STACK[Desync] 'PointOfInterest#83' has been reattached to 'City#6432' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:22:41:274STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingNecrophages

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:22:41:274STACK[Desync] 'PointOfInterest#744' has been reattached to 'City#5604' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:22:41:274STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMezari

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:22:41:274STACK[Desync] 'PointOfInterest#113' has been reattached to 'City#6504' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:22:43:462STACK[Net] Transition is synced.

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

13:22:44:183STACKGameServerState_Turn_Begin.

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

13:22:44:183STACKSeason change: new season 'Winter', the new season will end at turn 129 (duration: 6 turn(s)).

SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SeasonManager:ChangeSeason(System.Reflection.ParameterInfo)
SeasonManager:GameServer_Turn_Begin()
GameServerState_Turn_Begin+c__Iterator619:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:22:44:184STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:PlayAmbianceMusic()
AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5D2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:22:46:475STACKGameServerState_Turn_AI.

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

13:22:46:475STACKChanging ai state of empire (index: 5, from: 'Dead', to: 'EmpireControlledByAI').

GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:22:46:475STACKAIMaster AIPlayer: Empire 5 change its state from Dead to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:22:48:713STACKCan't find resource location 'Production' (reference location: City#2616).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:22:49:501STACKCan't find resource location 'Production' (reference location: City#6504).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:22:49:501STACKCan't find resource location 'Production' (reference location: City#3984).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:22:49:501STACKAIMaster AIPlayer: Empire 5 change its state from EmpireControlledByAI to Dead.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:22:49:701STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:22:49:702STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:22:49:702STACKCan't find resource location 'Production' (reference location: City#5373).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:22:49:702STACKCan't find resource location 'Production' (reference location: City#1983).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:22:49:702STACKCan't find resource location 'Production' (reference location: City#4506).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:22:49:702STACKCan't find resource location 'Production' (reference location: City#2559).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:22:49:960STACKCan't find resource location 'Production' (reference location: City#4591).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:22:49:960STACKCan't find resource location 'Production' (reference location: City#2922).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:22:49:992STACKGameServerState_Turn_Main.

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

13:22:50:505STACKGameClientState_Turn_Begin.

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

13:22:50:505STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 2.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:22:50:544STACKGameClientState_Turn_Main.

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

13:22:54:478STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_BesiegeCityDefault=6415 for GenericCommander Priority 0.3592941

AICommanderMission_RegroupArmyAt:TryGetArmyData()
AICommanderMission:Initializing()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:22:54:599STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #8, context: 'Fortress#936'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo)
GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5E4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:22:54:833STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:22:57:568STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:22:57:568STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:23:02:452STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:23:02:903STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #8, context: 'Fortress#937'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo)
GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5E4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:23:06:532STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:23:07:359STACKGotoAndAttack Preprocessor. Attacker=4910, Defender=4815.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:23:07:385STACKArmyGoToAndAttackInstruction: lock target 4815.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:23:08:203STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:23:08:203STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury5').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:23:08:203STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury5').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:23:09:392STACKPreprocessor failed because the tile (41,107) is not passable for army 4910.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:23:09:392STACKPreprocessor failed because the tile (41,107) is not stopable for army 4910.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:23:09:392STACKArmyGoToAndAttackInstruction: Attack target: 4815

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:23:09:392STACKArmyGoToAndAttackInstruction: Unlock target 4815.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:23:11:336STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:23:12:629STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:23:12:629STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:23:12:773STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury5').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:23:12:773STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury5').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:23:12:828STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury11').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:23:12:828STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury11').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:23:13:884STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:23:13:884STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:23:15:176STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:23:15:176STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:23:22:152STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:23:22:899STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:23:22:899STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
NotificationPanelEncounterSetup+c__Iterator38C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:23:22:967STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:23:23:562STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:23:43:281STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldCursor:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldCursor:OnCursorClick(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorClick(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnCursorClick(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnCursorUp(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:Update()
CursorManager:Update()

13:24:15:811STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldCursor:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldCursor:OnCursorClick(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorClick(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnCursorClick(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnCursorUp(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:Update()
CursorManager:Update()

13:24:33:881STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:24:42:045STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:24:53:327STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:27:38:408STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:27:39:674STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:27:41:790STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:27:42:997STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:27:59:024STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:28:00:263STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:28:02:307STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:28:03:495STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:28:06:210STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:28:07:178STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:28:12:273STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:29:13:158STACKBattleEffect_CancelEffect cannot cancel BattleEffect_Submerge: no such effect is applied!

BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo)
BattleEffectController:OnRoundStart(System.Reflection.ParameterInfo)
BattleActionController:OnRoundStart()
BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleController+c__Iterator277:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:29:14:114STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:29:15:162STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:29:24:271STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:29:25:472STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:29:29:740STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:29:30:757STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:29:33:054STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:29:34:073STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:29:35:956STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:29:37:022STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:29:39:222STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:29:41:339STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:29:43:638STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:29:44:906STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:29:53:790STACKBattleHealthStatus.Removed ignored BattleEffectAbilityBlindPermanent

BattleHealthStatus:AddRemoveAlteration(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_UnitStatChange:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleEventBattleEffect:Execute()
WorldBattleUnit:EventUpdate()
WorldBattleUnit:Update()

13:30:27:477STACKBattleEffect_CancelEffect cannot cancel BattleEffect_Submerge: no such effect is applied!

BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo)
BattleEffectController:OnRoundStart(System.Reflection.ParameterInfo)
BattleActionController:OnRoundStart()
BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleController+c__Iterator277:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:30:28:719STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:30:29:871STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:30:36:477STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:30:38:427STACKBattleHealthStatus.Removed ignored BattleEffectInitiativeDownPermanent

BattleHealthStatus:AddRemoveAlteration(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_UnitStatChange:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleEventBattleEffect:Execute()
WorldBattleUnit:EventUpdate()
WorldBattleUnit:Update()

13:30:40:694STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:30:41:711STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:30:43:903STACKBattleHealthStatus.Removed ignored BattleEffectInitiativeDownPermanent

BattleHealthStatus:AddRemoveAlteration(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_UnitStatChange:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleEventBattleEffect:Execute()
WorldBattleUnit:EventUpdate()
WorldBattleUnit:Update()

13:30:47:392STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:30:48:380STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:30:51:239STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:30:52:220STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:30:56:537STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:30:58:603STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:31:00:687STACKBattleHealthStatus.Removed ignored BattleEffectInitiativeDownPermanent

BattleHealthStatus:AddRemoveAlteration(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_UnitStatChange:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleEventBattleEffect:Execute()
WorldBattleUnit:EventUpdate()
WorldBattleUnit:Update()

13:31:01:120STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:31:04:086STACKBattleHealthStatus.Removed ignored BattleEffectInitiativeDownPermanent

BattleHealthStatus:AddRemoveAlteration(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_UnitStatChange:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleEventBattleEffect:Execute()
WorldBattleUnit:EventUpdate()
WorldBattleUnit:Update()

13:31:06:336STACKBattleHealthStatus.Removed ignored BattleEffectAbilityBlindPermanent

BattleHealthStatus:AddRemoveAlteration(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_UnitStatChange:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleEventBattleEffect:Execute()
WorldBattleUnit:EventUpdate()
WorldBattleUnit:Update()

13:32:44:369STACKBattleEffect_CancelEffect cannot cancel BattleEffect_Submerge: no such effect is applied!

BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo)
BattleEffectController:OnRoundStart(System.Reflection.ParameterInfo)
BattleActionController:OnRoundStart()
BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleController+c__Iterator277:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:32:45:584STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:32:46:657STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:32:49:073STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:32:50:091STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:32:52:503STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:32:55:318STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:32:57:715STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:32:59:133STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:33:00:022STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:33:04:965STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:33:05:901STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:33:11:038STACKBattleHealthStatus.Removed ignored BattleEffectInitiativeDownPermanent

BattleHealthStatus:AddRemoveAlteration(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_UnitStatChange:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleEventBattleEffect:Execute()
WorldBattleUnit:EventUpdate()
WorldBattleUnit:Update()

13:33:11:038STACKBattleHealthStatus.Removed ignored BattleEffectAbilityBlindPermanent

BattleHealthStatus:AddRemoveAlteration(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_UnitStatChange:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleEventBattleEffect:Execute()
WorldBattleUnit:EventUpdate()
WorldBattleUnit:Update()

13:33:11:038STACKBattleHealthStatus.Removed ignored BattleEffectAbilityBlindPermanent

BattleHealthStatus:AddRemoveAlteration(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_UnitStatChange:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleEventBattleEffect:Execute()
WorldBattleUnit:EventUpdate()
WorldBattleUnit:Update()

13:34:02:895STACKBattleEffect_CancelEffect cannot cancel BattleEffect_Submerge: no such effect is applied!

BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo)
BattleEffectController:OnRoundStart(System.Reflection.ParameterInfo)
BattleActionController:OnRoundStart()
BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleController+c__Iterator277:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:34:02:895STACKBattleEffect_CancelEffect cannot cancel BattleEffect_Submerge: no such effect is applied!

BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo)
BattleEffectController:OnRoundStart(System.Reflection.ParameterInfo)
BattleActionController:OnRoundStart()
BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleController+c__Iterator277:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:34:04:365STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:34:09:065STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:34:16:200STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:34:17:118STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:35:06:884STACKBattleEffect_CancelEffect cannot cancel BattleEffect_Submerge: no such effect is applied!

BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo)
BattleEffectController:OnRoundStart(System.Reflection.ParameterInfo)
BattleActionController:OnRoundStart()
BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleController+c__Iterator277:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:35:09:013STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:35:10:047STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:35:14:500STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:35:15:766STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:35:37:216STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:35:37:238STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:35:37:446STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:35:37:446STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:35:37:478STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:35:37:479STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:36:36:586STACKEmpty default class.... ConstructibleTooltipData

PanelFeatureEffects_DescriptorProvider+c__Iterator3F0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator74:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator6F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:36:59:936STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury6').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:36:59:936STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury6').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:38:13:562STACKObject does not have the same size as other children of table object <1VirtualArea>

AgeTransform:VerifyChildren()
AgeTransform:ArrangeChildren()
CityQueuePanel:ConstructionQueue_CollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ConstructionQueue:OnCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ConstructionQueue:Enqueue(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator190:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:38:13:562STACKObject does not have the same size as other children of table object <1VirtualArea>

AgeTransform:VerifyChildren()
AgeTransform:ArrangeChildren()
AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

13:38:45:817STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator611:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:38:45:817STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:38:45:817STACK[Desync] 'PointOfInterest#154' has been reattached to 'City#5429' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:38:45:817STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:38:45:817STACK[Desync] 'PointOfInterest#850' has been reattached to 'City#6090' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:38:45:817STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:38:45:817STACK[Desync] 'PointOfInterest#785' has been reattached to 'City#3150' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:38:45:817STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:38:45:817STACK[Desync] 'PointOfInterest#233' has been reattached to 'City#6652' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:38:48:022STACK[Net] Transition is synced.

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

13:38:48:056STACKGameServerState_Turn_Begin.

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

13:38:49:818STACKGameServerState_Turn_AI.

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

13:38:49:819STACKChanging ai state of empire (index: 5, from: 'Dead', to: 'EmpireControlledByAI').

GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:38:49:819STACKAIMaster AIPlayer: Empire 5 change its state from Dead to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:38:52:188STACKCan't find resource location 'Production' (reference location: City#2616).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:38:52:807STACKCan't find resource location 'Production' (reference location: City#6504).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:38:52:808STACKCan't find resource location 'Production' (reference location: City#3984).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:38:52:826STACKAIMaster AIPlayer: Empire 5 change its state from EmpireControlledByAI to Dead.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:38:53:178STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:38:53:178STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:38:53:178STACKCan't find resource location 'Production' (reference location: City#5373).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:38:53:178STACKCan't find resource location 'Production' (reference location: City#4506).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:38:53:178STACKCan't find resource location 'Production' (reference location: City#1983).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:38:53:178STACKCan't find resource location 'Production' (reference location: City#2559).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:38:53:455STACKCan't find resource location 'Production' (reference location: City#4591).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:38:53:455STACKCan't find resource location 'Production' (reference location: City#2922).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:38:53:485STACKGameServerState_Turn_Main.

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

13:38:53:989STACKGameClientState_Turn_Begin.

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

13:38:53:989STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 3.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:38:54:029STACKGameClientState_Turn_Main.

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

13:38:54:264STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000808, empire: 19, guid: 7489, level: 2

DepartmentOfDefense+c__Iterator1BF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:38:55:586STACKPreprocessor failed because the tile (74,119) is not stopable for army 6782.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:38:55:586STACKPreprocessor failed because the tile (74,0) is not stopable for army 6584.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:38:57:213STACKGotoAndAttack Preprocessor. Attacker=6751, Defender=7343.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:38:57:232STACKArmyGoToAndAttackInstruction: lock target 7343.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:38:57:420STACKGotoAndAttack Preprocessor. Attacker=7069, Defender=7368.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:38:57:441STACKArmyGoToAndAttackInstruction: lock target 7368.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:38:58:244STACKArmyGoToAndAttackInstruction: Attack target: 7343

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:38:58:244STACKArmyGoToAndAttackInstruction: Unlock target 7343.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:38:58:294STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:38:58:294STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:38:58:350STACKThe construction 7444 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator18D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:38:58:471STACKPreprocessor failed because the tile (38,72) is not passable for army 7374.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:38:58:471STACKPreprocessor failed because the tile (38,72) is not stopable for army 7374.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:39:01:248STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:39:01:248STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:39:01:454STACKArmyGoToAndAttackInstruction: Attack target: 7368

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:39:01:454STACKArmyGoToAndAttackInstruction: Unlock target 7368.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:39:01:706STACKBefore 2390 to 0: 2e Guerriers Bélier (7069) at -1 1er Guerriers Coyote (5417) at 0 1er Guerriers Ghila (6641) at 1 2e Guerriers Grand-duc (7494) at 2 Dhoyach (1954) at 3 Avrone (2390) at 4

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:39:01:706STACKAfter: 2e Guerriers Bélier (7069) at -1 1er Guerriers Coyote (5417) at 1 1er Guerriers Ghila (6641) at 2 2e Guerriers Grand-duc (7494) at 3 Dhoyach (1954) at 4 Avrone (2390) at 0

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:39:01:706STACKBefore 1954 to 1: 2e Guerriers Bélier (7069) at -1 1er Guerriers Coyote (5417) at 1 1er Guerriers Ghila (6641) at 2 2e Guerriers Grand-duc (7494) at 3 Dhoyach (1954) at 4 Avrone (2390) at 0

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:39:01:706STACKAfter: 2e Guerriers Bélier (7069) at -1 1er Guerriers Coyote (5417) at 2 1er Guerriers Ghila (6641) at 3 2e Guerriers Grand-duc (7494) at 4 Dhoyach (1954) at 1 Avrone (2390) at 0

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:39:06:593STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:39:06:593STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:39:08:877STACKGotoAndAttack Preprocessor. Attacker=6584, Defender=939.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:39:08:900STACKArmyGoToAndAttackInstruction: lock target 939.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:39:09:908STACKArmyGoToAndAttackInstruction: Unlock target 939.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:39:12:885STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:39:12:885STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:39:12:952STACKGotoAndAttack Preprocessor. Attacker=6584, Defender=939.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:39:15:083STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #2, context: 'Fortress#937'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo)
GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5E4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:39:16:530STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:39:16:530STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:39:19:508STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:39:19:508STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:39:26:619STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

13:40:48:706STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:40:48:767STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:40:49:147STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:40:49:174STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:40:49:174STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
NotificationPanelEncounterSetup+c__Iterator38C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:40:49:286STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:41:03:954STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:41:04:022STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:41:09:334STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:41:26:701STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:41:42:870STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:42:31:594STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:42:32:619STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:42:34:473STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:42:35:468STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:42:39:508STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:42:46:125STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:42:52:052STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:42:53:019STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:42:56:053STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:42:57:068STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:42:59:606STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:43:00:792STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:43:06:335STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:43:07:468STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:43:09:589STACKBattleHealthStatus.Removed ignored BattleEffectInitiativeDownPermanent

BattleHealthStatus:AddRemoveAlteration(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_UnitStatChange:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleEventBattleEffect:Execute()
WorldBattleUnit:EventUpdate()
WorldBattleUnit:Update()

13:43:10:505STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:43:13:151STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:43:59:706STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:44:00:756STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:44:05:467STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:44:06:733STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:44:07:683STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:44:09:759STACKBattleHealthStatus.Removed ignored BattleEffectInitiativeDownPermanent

BattleHealthStatus:AddRemoveAlteration(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_UnitStatChange:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleEventBattleEffect:Execute()
WorldBattleUnit:EventUpdate()
WorldBattleUnit:Update()

13:44:10:483STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:44:11:738STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:44:14:817STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:44:18:955STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:44:20:523STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:44:21:588STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:44:23:650STACKBattleHealthStatus.Removed ignored BattleEffectInitiativeDownPermanent

BattleHealthStatus:AddRemoveAlteration(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_UnitStatChange:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleEventBattleEffect:Execute()
WorldBattleUnit:EventUpdate()
WorldBattleUnit:Update()

13:44:26:217STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:44:29:671STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:44:32:283STACKBattleHealthStatus.Removed ignored BattleEffectAbilityBlindPermanent

BattleHealthStatus:AddRemoveAlteration(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_UnitStatChange:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleEventBattleEffect:Execute()
WorldBattleUnit:EventUpdate()
WorldBattleUnit:Update()

13:44:33:001STACKBattleHealthStatus.Removed ignored BattleEffectAbilityBlindPermanent

BattleHealthStatus:AddRemoveAlteration(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_UnitStatChange:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleEventBattleEffect:Execute()
WorldBattleUnit:EventUpdate()
WorldBattleUnit:Update()

13:44:33:068STACKBattleHealthStatus.Removed ignored BattleEffectAbilityBlindPermanent

BattleHealthStatus:AddRemoveAlteration(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_UnitStatChange:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleEventBattleEffect:Execute()
WorldBattleUnit:EventUpdate()
WorldBattleUnit:Update()

13:44:33:068STACKBattleHealthStatus.Removed ignored BattleEffectAbilityBlindPermanent

BattleHealthStatus:AddRemoveAlteration(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_UnitStatChange:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleEventBattleEffect:Execute()
WorldBattleUnit:EventUpdate()
WorldBattleUnit:Update()

13:45:37:817STACKBattleEffect_CancelEffect cannot cancel BattleEffect_Submerge: no such effect is applied!

BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo)
BattleEffectController:OnRoundStart(System.Reflection.ParameterInfo)
BattleActionController:OnRoundStart()
BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleController+c__Iterator277:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:45:37:817STACKBattleEffect_CancelEffect cannot cancel BattleEffect_Submerge: no such effect is applied!

BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo)
BattleEffectController:OnRoundStart(System.Reflection.ParameterInfo)
BattleActionController:OnRoundStart()
BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleController+c__Iterator277:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:45:39:436STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:45:40:448STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:45:42:763STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:45:43:781STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:45:45:797STACKBattleHealthStatus.Removed ignored BattleEffectInitiativeDownPermanent

BattleHealthStatus:AddRemoveAlteration(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_UnitStatChange:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleEventBattleEffect:Execute()
WorldBattleUnit:EventUpdate()
WorldBattleUnit:Update()

13:45:47:234STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:45:48:215STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:45:53:897STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:46:11:630STACKBattleHealthStatus.Removed ignored BattleEffectInitiativeDownPermanent

BattleHealthStatus:AddRemoveAlteration(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_UnitStatChange:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleEventBattleEffect:Execute()
WorldBattleUnit:EventUpdate()
WorldBattleUnit:Update()

13:46:11:630STACKBattleHealthStatus.Removed ignored BattleEffectAbilityBlindPermanent

BattleHealthStatus:AddRemoveAlteration(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_UnitStatChange:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleEventBattleEffect:Execute()
WorldBattleUnit:EventUpdate()
WorldBattleUnit:Update()

13:46:11:630STACKBattleHealthStatus.Removed ignored BattleEffectAbilityBlindPermanent

BattleHealthStatus:AddRemoveAlteration(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_UnitStatChange:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleEventBattleEffect:Execute()
WorldBattleUnit:EventUpdate()
WorldBattleUnit:Update()

13:46:11:730STACKBattleHealthStatus.Removed ignored BattleEffectAbilityBlindPermanent

BattleHealthStatus:AddRemoveAlteration(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_UnitStatChange:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleEventBattleEffect:Execute()
WorldBattleUnit:EventUpdate()
WorldBattleUnit:Update()

13:46:51:734STACKBattleEffect_CancelEffect cannot cancel BattleEffect_Submerge: no such effect is applied!

BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo)
BattleEffectController:OnRoundStart(System.Reflection.ParameterInfo)
BattleActionController:OnRoundStart()
BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleController+c__Iterator277:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:46:55:700STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:46:56:751STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:46:58:849STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:47:00:245STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:47:01:279STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:47:03:433STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:47:05:744STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:47:06:730STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:47:57:064STACKBattleEffect_CancelEffect cannot cancel BattleEffect_Submerge: no such effect is applied!

BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo)
BattleEffectController:OnRoundStart(System.Reflection.ParameterInfo)
BattleActionController:OnRoundStart()
BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleController+c__Iterator277:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:47:58:061STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:47:59:098STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:48:04:345STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:48:05:493STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:48:06:485STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:48:12:912STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:48:32:133STACKBattleEffect_CancelEffect cannot cancel BattleEffect_Submerge: no such effect is applied!

BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo)
BattleEffectController:OnRoundStart(System.Reflection.ParameterInfo)
BattleActionController:OnRoundStart()
BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleController+c__Iterator277:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:48:33:044STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:48:34:514STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:48:42:493STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:48:46:926STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:48:46:975STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:48:46:975STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:48:47:371STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:48:47:372STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

13:49:50:704STACKObject does not have the same size as other children of table object <1VirtualArea>

AgeTransform:VerifyChildren()
AgeTransform:ArrangeChildren()
CityQueuePanel:ConstructionQueue_CollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ConstructionQueue:OnCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ConstructionQueue:Enqueue(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator190:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:49:50:705STACKObject does not have the same size as other children of table object <1VirtualArea>

AgeTransform:VerifyChildren()
AgeTransform:ArrangeChildren()
AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

13:50:17:168STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

13:51:06:466STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

GameServerState_Turn_Finished+c__Iterator24E:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:51:06:467STACKTimeout: Tickables NeedTick: NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,,,,,NavyFortress,,,,,,,,,,,,,NavyFortress,,,,,,,,,,,,,,,,,AICommanderMission_RegroupArmyAt,,,,

GameServerState_Turn_Finished+c__Iterator24E:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:51:08:039STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator611:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:51:08:039STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:51:08:039STACK[Desync] 'PointOfInterest#878' has been reattached to 'City#1691' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:51:10:468STACK[Net] Transition is synced.

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

13:51:10:500STACKGameServerState_Turn_Begin.

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

13:51:12:265STACKGameServerState_Turn_AI.

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

13:51:12:265STACKChanging ai state of empire (index: 5, from: 'Dead', to: 'EmpireControlledByAI').

GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:51:12:265STACKAIMaster AIPlayer: Empire 5 change its state from Dead to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:51:14:638STACKCan't find resource location 'Production' (reference location: City#2616).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:51:15:253STACKCan't find resource location 'Production' (reference location: City#6504).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:51:15:253STACKCan't find resource location 'Production' (reference location: City#3984).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:51:15:253STACKAIMaster AIPlayer: Empire 5 change its state from EmpireControlledByAI to Dead.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:51:15:450STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:51:15:450STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:51:15:450STACKCan't find resource location 'Production' (reference location: City#5373).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:51:15:450STACKCan't find resource location 'Production' (reference location: City#1983).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:51:15:450STACKCan't find resource location 'Production' (reference location: City#4506).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:51:15:450STACKCan't find resource location 'Production' (reference location: City#2559).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:51:15:717STACKCan't find resource location 'Production' (reference location: City#4591).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:51:15:717STACKCan't find resource location 'Production' (reference location: City#2922).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:51:15:751STACKGameServerState_Turn_Main.

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

13:51:16:331STACKGameClientState_Turn_Begin.

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

13:51:16:331STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 4.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:51:16:332STACKQuest 'SideQuestPOI#0019', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 1.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:51:16:369STACKGameClientState_Turn_Main.

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

13:51:16:562STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:51:20:101STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_PacifyVillage=6616 for GenericCommander Priority 0.4128256

AICommanderMission_RegroupArmyAt:TryGetArmyData()
AICommanderMission:Initializing()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:51:20:451STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:51:23:166STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:51:28:328STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:51:28:328STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:51:30:564STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury5').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:51:30:564STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury5').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:51:32:452STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:51:32:452STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:51:33:706STACKPreprocessor failed because the tile (22,88) is not stopable for army 7071.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:51:34:134STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:51:34:134STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:51:34:190STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:51:37:501STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:51:37:501STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:51:40:263STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:51:40:816STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #8, context: 'Fortress#939'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo)
GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5E4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:52:48:497STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

13:54:48:261STACKEmpty default class.... ConstructibleTooltipData

PanelFeatureEffects_DescriptorProvider+c__Iterator3F0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator74:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator6F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

13:59:03:923STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

GameServerState_Turn_Finished+c__Iterator24E:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:59:03:923STACKTimeout: Tickables NeedTick: AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,,,NavyFortress,,,,,,,NavyFortress,,,,,,,,,,,,,,,,,,,,,,,,,,,NavyFortress

GameServerState_Turn_Finished+c__Iterator24E:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:59:05:476STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator611:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:59:05:477STACK[Net,Client] Dropped order OrderRemoveAffinityStrategicResource (GameClientState_Turn_End)

GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
PlayerController:PostOrder(System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorBE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:59:05:477STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingNecrophages

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:59:05:477STACK[Desync] 'PointOfInterest#721' has been reattached to 'City#6432' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:59:05:477STACKpointOfInterest.SwapDescriptor from AffinityMappingMezari to AffinityMappingMezari

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:59:05:477STACK[Desync] 'PointOfInterest#464' has been reattached to 'City#6504' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:59:05:477STACK[Net,Client] Dropped order OrderRemoveAffinityStrategicResource (GameClientState_Turn_End)

GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
PlayerController:PostOrder(System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorBE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:59:07:623STACK[Net] Transition is synced.

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

13:59:07:656STACKGameServerState_Turn_Begin.

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

13:59:09:540STACKGameServerState_Turn_AI.

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

13:59:09:540STACKChanging ai state of empire (index: 5, from: 'Dead', to: 'EmpireControlledByAI').

GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:59:09:540STACKAIMaster AIPlayer: Empire 5 change its state from Dead to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:59:12:025STACKCan't find resource location 'Production' (reference location: City#2616).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:59:12:646STACKCan't find resource location 'Production' (reference location: City#6504).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:59:12:646STACKCan't find resource location 'Production' (reference location: City#3984).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:59:12:646STACKAIMaster AIPlayer: Empire 5 change its state from EmpireControlledByAI to Dead.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:59:12:855STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:59:12:856STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:59:12:856STACKCan't find resource location 'Production' (reference location: City#5373).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:59:12:856STACKCan't find resource location 'Production' (reference location: City#4506).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:59:12:856STACKCan't find resource location 'Production' (reference location: City#1983).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:59:12:856STACKCan't find resource location 'Production' (reference location: City#2559).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:59:13:126STACKCan't find resource location 'Production' (reference location: City#4591).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:59:13:127STACKCan't find resource location 'Production' (reference location: City#2922).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

13:59:13:172STACKGameServerState_Turn_Main.

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

13:59:13:702STACKGameClientState_Turn_Begin.

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

13:59:13:702STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 5.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:59:13:702STACKQuest 'SideQuestPOI#0019', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 2.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:59:13:743STACKGameClientState_Turn_Main.

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

13:59:17:534STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_BesiegeCityDefault=6775 for GenericCommander Priority 0.1886477

AICommanderMission_RegroupArmyAt:TryGetArmyData()
AICommanderMission:Initializing()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:59:17:755STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:59:17:755STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:59:17:755STACKEventBoosterActivated! (booster definition name: 'BoosterStrategic2').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:59:17:755STACKEventBoosterStarted! (booster definition name: 'BoosterStrategic2').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:59:20:485STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:59:20:485STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:59:23:169STACKPreprocessor failed because the tile (49,110) is not stopable for army 7564.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:59:25:455STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:59:25:455STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:59:29:477STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:59:31:170STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:59:31:170STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:59:31:170STACKEventBoosterActivated! (booster definition name: 'BoosterStrategic1').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:59:31:170STACKEventBoosterStarted! (booster definition name: 'BoosterStrategic1').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:59:31:195STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:59:32:836STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:59:34:336STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:59:37:098STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:59:37:098STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:59:38:373STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

13:59:38:373STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:00:30:167STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

14:02:09:242STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator611:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:09:243STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingSeaDemons

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator1A4:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:09:243STACK[Desync] 'PointOfInterest#159' has been reattached to 'City#3897' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator1A4:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:09:243STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingSeaDemons

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:09:243STACK[Desync] 'PointOfInterest#143' has been reattached to 'City#3427' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:09:243STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingSeaDemons

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:09:243STACK[Desync] 'PointOfInterest#140' has been reattached to 'City#2906' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:09:243STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingSeaDemons

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:09:243STACK[Desync] 'PointOfInterest#231' has been reattached to 'City#2041' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:09:243STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingSeaDemons

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:09:243STACK[Desync] 'PointOfInterest#258' has been reattached to 'City#2041' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:09:243STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:09:243STACK[Desync] 'PointOfInterest#851' has been reattached to 'City#6090' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:09:243STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:09:243STACK[Desync] 'PointOfInterest#719' has been reattached to 'City#2559' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:09:243STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:09:243STACK[Desync] 'PointOfInterest#734' has been reattached to 'City#3007' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:09:243STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:09:243STACK[Desync] 'PointOfInterest#136' has been reattached to 'City#5373' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:09:243STACKpointOfInterest.SwapDescriptor from AffinityMappingDrakkens to AffinityMappingDrakkens

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:09:244STACK[Desync] 'PointOfInterest#454' has been reattached to 'City#2991' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:11:143STACK[Net] Transition is synced.

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

14:02:11:171STACKGameServerState_Turn_Begin.

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

14:02:12:885STACKGameServerState_Turn_AI.

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

14:02:12:885STACKChanging ai state of empire (index: 5, from: 'Dead', to: 'EmpireControlledByAI').

GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:12:885STACKAIMaster AIPlayer: Empire 5 change its state from Dead to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:15:468STACKCan't find resource location 'Production' (reference location: City#2616).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:02:16:287STACKCan't find resource location 'Production' (reference location: City#6504).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:02:16:287STACKCan't find resource location 'Production' (reference location: City#3984).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:02:16:314STACKAIMaster AIPlayer: Empire 5 change its state from EmpireControlledByAI to Dead.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:02:16:497STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:02:16:497STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:02:16:497STACKCan't find resource location 'Production' (reference location: City#5373).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:02:16:497STACKCan't find resource location 'Production' (reference location: City#1983).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:02:16:498STACKCan't find resource location 'Production' (reference location: City#4506).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:02:16:498STACKCan't find resource location 'Production' (reference location: City#2559).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:02:16:764STACKCan't find resource location 'Production' (reference location: City#4591).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:02:16:764STACKCan't find resource location 'Production' (reference location: City#2922).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:02:16:809STACKGameServerState_Turn_Main.

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

14:02:17:331STACKGameClientState_Turn_Begin.

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

14:02:17:331STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 6.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:17:331STACKQuest 'SideQuestPOI#0019', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 3.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:17:416STACKGameClientState_Turn_Main.

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

14:02:18:157STACKRegister new contract DiplomaticContract 7632 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 3 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator5D9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:18:258STACKContract 7632 pass from state Negotiation to state Proposed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:18:258STACKContract 7632 pass from state Proposed to state Refused.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:20:100STACKPreprocessor failed because the tile (31,101) is not stopable for army 5886.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:21:666STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:21:666STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:24:403STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:24:403STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:27:309STACKPreprocessor failed because the tile (25,82) is not stopable for army 7476.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:29:179STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:29:179STACKThe construction 7186 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator18D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:31:328STACKUpdateArmyObjective.Initialize

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClient+c__Iterator60A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:33:268STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:34:901STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:34:901STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:34:901STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:34:901STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:34:901STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:38:030STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:38:030STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:40:864STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:40:864STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:41:982STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury7').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:02:41:982STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury7').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:03:29:547STACKPreprocessor failed because the transition between (60,110) and (62,110) is impossible for army 7474.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:03:39:747STACKGoToAndExecutePreprocessor

DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:03:50:248STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:03:51:084STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:03:51:084STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:03:51:084STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:03:51:103STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
NotificationPanelEncounterSetup+c__Iterator38C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

14:03:51:280STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:03:51:732STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:04:08:648STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:04:10:351STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:04:42:715STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:04:43:634STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:04:47:235STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:04:48:066STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:04:50:316STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:04:51:382STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:04:52:236STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:04:54:482STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:04:55:401STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:05:02:615STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:05:05:513STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:05:05:796STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:05:06:013STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:05:06:047STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:05:06:079STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:05:06:079STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:05:06:249STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #8, context: 'Fortress#938'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo)
GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5E4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:05:06:249STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventFortressOccupantSwapped(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo)
GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5E4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:05:45:513STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

GameServerState_Turn_Finished+c__Iterator24E:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:05:45:513STACKTimeout: Tickables NeedTick: NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,,NavyFortress,,,NavyFortress,,,,,,,,,,,,,NavyFortress,,,,,AICommanderMission_Pacification,,,,,,,,,,,,,,,,,,,,,,

GameServerState_Turn_Finished+c__Iterator24E:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:05:49:203STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator611:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:05:49:203STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:05:49:203STACK[Desync] 'PointOfInterest#142' has been reattached to 'City#2616' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:05:49:203STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:05:49:203STACK[Desync] 'PointOfInterest#872' has been reattached to 'City#1954' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:05:49:203STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:05:49:203STACK[Desync] 'PointOfInterest#763' has been reattached to 'City#4164' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:05:49:203STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:05:49:203STACK[Desync] 'PointOfInterest#550' has been reattached to 'City#7585' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:05:49:203STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:05:49:203STACK[Desync] 'PointOfInterest#879' has been reattached to 'City#1691' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:05:49:203STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:05:49:203STACK[Desync] 'PointOfInterest#786' has been reattached to 'City#3150' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:05:49:203STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:05:49:204STACK[Desync] 'PointOfInterest#244' has been reattached to 'City#6960' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:05:49:696STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

14:05:51:343STACK[Net] Transition is synced.

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

14:05:51:371STACKGameServerState_Turn_Begin.

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

14:05:53:059STACKGameServerState_Turn_AI.

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

14:05:53:060STACKChanging ai state of empire (index: 5, from: 'Dead', to: 'EmpireControlledByAI').

GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:05:53:060STACKAIMaster AIPlayer: Empire 5 change its state from Dead to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:05:55:548STACKCan't find resource location 'Production' (reference location: City#2616).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:05:56:194STACKCan't find resource location 'Production' (reference location: City#6504).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:05:56:195STACKCan't find resource location 'Production' (reference location: City#3984).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:05:56:195STACKAIMaster AIPlayer: Empire 5 change its state from EmpireControlledByAI to Dead.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:05:56:594STACKCan't find resource location 'Production' (reference location: City#4506).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:05:56:595STACKCan't find resource location 'Production' (reference location: City#1983).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:05:56:595STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:05:56:595STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:05:56:595STACKCan't find resource location 'Production' (reference location: City#5373).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:05:56:595STACKCan't find resource location 'Production' (reference location: City#2559).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:05:56:862STACKCan't find resource location 'Production' (reference location: City#4591).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:05:56:862STACKCan't find resource location 'Production' (reference location: City#2922).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:05:56:893STACKGameServerState_Turn_Main.

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

14:05:57:479STACKGameClientState_Turn_Begin.

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

14:05:57:480STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 1.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:05:57:480STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 7.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:05:57:480STACKQuest 'SideQuestPOI#0019', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 4.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:05:57:518STACKGameClientState_Turn_Main.

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

14:05:59:419STACKPreprocessor failed because the tile (76,105) is not stopable for army 4317.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:06:01:285STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:06:01:285STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:06:04:168STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:06:04:169STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:06:08:829STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:06:08:829STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:06:12:860STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:06:12:895STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:06:14:568STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:06:16:192STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:06:17:503STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:06:17:503STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:06:19:003STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:06:19:003STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:06:20:221STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:06:21:509STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:06:26:525STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

14:06:56:627STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:06:57:014STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:06:57:147STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:06:57:393STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:06:57:476STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:06:58:047STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
NotificationPanelEncounterSetup+c__Iterator38C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

14:06:58:228STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:07:05:728STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:07:05:810STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:07:17:892STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:07:20:026STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:07:21:309STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:07:25:426STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:08:14:760STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:08:15:963STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:08:18:211STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:08:19:130STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:08:21:343STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:08:22:199STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:08:24:982STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:08:25:817STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:08:28:092STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:08:29:611STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:08:30:529STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:09:08:930STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:09:09:858STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:09:12:010STACKBattleHealthStatus.Removed ignored BattleEffectInitiativeDownPermanent

BattleHealthStatus:AddRemoveAlteration(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_UnitStatChange:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleEventBattleEffect:Execute()
WorldBattleUnit:EventUpdate()
WorldBattleUnit:Update()

14:09:14:693STACKBattleHealthStatus.Removed ignored BattleEffectInitiativeDownPermanent

BattleHealthStatus:AddRemoveAlteration(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_UnitStatChange:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleEventBattleEffect:Execute()
WorldBattleUnit:EventUpdate()
WorldBattleUnit:Update()

14:09:34:624STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:09:35:510STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:09:40:128STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:09:41:063STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:09:42:093STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:09:50:330STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:09:50:330STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:09:50:519STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #2, context: 'Fortress#939'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo)
GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5E4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:10:16:552STACKGoToAndExecutePreprocessor

DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:10:22:186STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:10:22:586STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:10:22:804STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:10:22:915STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
NotificationPanelEncounterSetup+c__Iterator38C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

14:10:23:187STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:10:23:287STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:10:23:719STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:10:29:353STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:10:31:020STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:10:35:553STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:10:36:439STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:10:42:603STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:10:43:440STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:10:50:086STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:10:50:135STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:10:50:135STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:10:50:470STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:10:50:718STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:10:50:863STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #8, context: 'Fortress#937'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo)
GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5E4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:10:50:863STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventFortressOccupantSwapped(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo)
GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5E4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:12:48:193STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator611:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:12:48:193STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:12:48:193STACK[Desync] 'PointOfInterest#852' has been reattached to 'City#6090' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:12:48:193STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:12:48:193STACK[Desync] 'PointOfInterest#236' has been reattached to 'City#7585' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:12:48:193STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingNecrophages

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:12:48:193STACK[Desync] 'PointOfInterest#722' has been reattached to 'City#6432' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:12:50:379STACK[Net] Transition is synced.

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

14:12:50:407STACKGameServerState_Turn_Begin.

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

14:12:52:098STACKGameServerState_Turn_AI.

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

14:12:52:098STACKChanging ai state of empire (index: 5, from: 'Dead', to: 'EmpireControlledByAI').

GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:12:52:099STACKAIMaster AIPlayer: Empire 5 change its state from Dead to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:12:54:637STACKCan't find resource location 'Production' (reference location: City#2616).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:12:55:299STACKCan't find resource location 'Production' (reference location: City#6504).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:12:55:299STACKCan't find resource location 'Production' (reference location: City#3984).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:12:55:299STACKAIMaster AIPlayer: Empire 5 change its state from EmpireControlledByAI to Dead.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:12:55:538STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:12:55:538STACKCan't find resource location 'Production' (reference location: City#1983).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:12:55:538STACKCan't find resource location 'Production' (reference location: City#4506).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:12:55:538STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:12:55:538STACKCan't find resource location 'Production' (reference location: City#5373).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:12:55:538STACKCan't find resource location 'Production' (reference location: City#2559).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:12:56:005STACKCan't find resource location 'Production' (reference location: City#4591).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:12:56:006STACKCan't find resource location 'Production' (reference location: City#2922).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:12:56:033STACKGameServerState_Turn_Main.

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

14:12:56:535STACKGameClientState_Turn_Begin.

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

14:12:56:536STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 2.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:12:56:536STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 8.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:12:56:536STACKQuest 'SideQuestPOI#0019', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 5.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:12:56:620STACKGameClientState_Turn_Main.

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

14:12:56:620STACK[Quest] Removing quest world effect: QuestWorldEffect#0005

QuestManager:IQuestManagementService.ApplyQuestWorldEffect(System.Reflection.ParameterInfo)
GameClient+c__Iterator5F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:12:56:761STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:12:57:210STACKRegister new contract DiplomaticContract 7702 EmpireWhichInitiated: Empire 2 EmpireWhichProposes: Empire 2 EmpireWhichReceives: Empire 0 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator5D9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:12:57:210STACKRegister new contract DiplomaticContract 7703 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 1 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator5D9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:12:57:312STACKContract 7702 pass from state Negotiation to state Signed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:12:57:342STACKContract 7703 pass from state Negotiation to state Proposed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:12:57:374STACKContract 7703 pass from state Proposed to state Refused.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:13:00:430STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:13:00:430STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:13:00:430STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:13:00:498STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury5').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:13:00:498STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury5').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:13:02:957STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:13:02:957STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:13:06:966STACKGotoAndAttack Preprocessor. Attacker=7381, Defender=7566.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:13:06:982STACKArmyGoToAndAttackInstruction: lock target 7566.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:13:07:836STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:13:07:836STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:13:07:836STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:13:08:005STACKArmyGoToAndAttackInstruction: Unlock target 7566.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:13:11:841STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:13:13:463STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:13:13:463STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:13:13:463STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:13:14:996STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:13:14:996STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:13:16:426STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:13:16:426STACKThe construction 7607 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator18D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:13:17:934STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury6').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:13:17:935STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury6').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:13:19:393STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:13:19:393STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:13:19:415STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:13:39:939STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:13:40:835STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:13:40:836STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
NotificationPanelEncounterSetup+c__Iterator38C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

14:13:40:872STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:13:40:999STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:13:41:198STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:13:41:360STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:13:45:933STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:13:49:482STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:13:50:799STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:13:54:715STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:13:56:681STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:14:10:065STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:14:10:849STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:14:14:599STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:14:15:315STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:14:18:081STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:14:18:781STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:14:24:332STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:14:26:031STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:14:26:281STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:14:26:281STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:14:26:281STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:14:42:646STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:14:44:015STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
NotificationPanelEncounterSetup+c__Iterator38C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

14:14:56:369STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:15:17:116STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:15:21:724STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:15:22:633STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:15:40:754STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:15:41:673STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:15:43:958STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:15:45:251STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:15:49:798STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:15:50:999STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:16:08:124STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:16:09:055STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:16:11:517STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:16:12:336STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:16:14:365STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:16:15:204STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:16:35:883STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:16:36:081STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:16:36:081STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:16:36:101STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:17:43:442STACKGoToAndExecutePreprocessor

DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:18:13:177STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.

Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo)
NotificationPanelDiplomaticInteraction+c__Iterator37D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiNotification:OnOpenChange()
Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiNotification:ReleaseEvent()
Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo)
NotificationPanelBase:OnDismissCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

14:18:21:870STACKRegister new contract DiplomaticContract 7722 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 2 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator5D9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:18:25:312STACKContract 7722 pass from state Negotiation to state Signed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:17:306STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

GameServerState_Turn_Finished+c__Iterator24E:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:17:306STACKTimeout: Tickables NeedTick: NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,,NavyFortress,NavyFortress,,,,,,,,,,,,,,,,,,AICommanderMission_PacifyVillage,,,,,,,,,,,,,,,,,,,

GameServerState_Turn_Finished+c__Iterator24E:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:18:841STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator611:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:18:841STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingSeaDemons

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator1A4:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:18:841STACK[Desync] 'PointOfInterest#767' has been reattached to 'City#1630' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator1A4:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:18:841STACKpointOfInterest.SwapDescriptor from AffinityMappingSeaDemons to AffinityMappingSeaDemons

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator1A4:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:18:841STACK[Desync] 'PointOfInterest#703' has been reattached to 'City#2041' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator1A4:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:18:841STACKpointOfInterest.SwapDescriptor from AffinityMappingSeaDemons to AffinityMappingSeaDemons

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator1A4:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:18:841STACK[Desync] 'PointOfInterest#821' has been reattached to 'City#2906' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator1A4:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:18:841STACKpointOfInterest.SwapDescriptor from AffinityMappingSeaDemons to AffinityMappingSeaDemons

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator1A4:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:18:841STACK[Desync] 'PointOfInterest#797' has been reattached to 'City#3427' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator1A4:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:18:841STACKpointOfInterest.SwapDescriptor from AffinityMappingSeaDemons to AffinityMappingSeaDemons

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator1A4:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:18:841STACK[Desync] 'PointOfInterest#798' has been reattached to 'City#3427' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator1A4:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:18:841STACKpointOfInterest.SwapDescriptor from AffinityMappingSeaDemons to AffinityMappingSeaDemons

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator1A4:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:18:841STACK[Desync] 'PointOfInterest#799' has been reattached to 'City#3427' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator1A4:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:18:841STACKpointOfInterest.SwapDescriptor from AffinityMappingSeaDemons to AffinityMappingSeaDemons

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator1A4:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:18:841STACK[Desync] 'PointOfInterest#805' has been reattached to 'City#3897' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator1A4:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:18:841STACKpointOfInterest.SwapDescriptor from AffinityMappingSeaDemons to AffinityMappingSeaDemons

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator1A4:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:18:841STACK[Desync] 'PointOfInterest#806' has been reattached to 'City#3897' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator1A4:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:18:841STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:18:842STACK[Desync] 'PointOfInterest#735' has been reattached to 'City#3007' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:18:842STACKpointOfInterest.SwapDescriptor from AffinityMappingMezari to AffinityMappingMezari

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:18:842STACK[Desync] 'PointOfInterest#465' has been reattached to 'City#6504' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:20:968STACK[Net] Transition is synced.

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

14:19:21:782STACKGameServerState_Turn_Begin.

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

14:19:21:782STACKSeason change: new season 'Summer', the new season will end at turn 151 (duration: 21 turn(s)).

SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SeasonManager:ChangeSeason(System.Reflection.ParameterInfo)
SeasonManager:GameServer_Turn_Begin()
GameServerState_Turn_Begin+c__Iterator619:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:21:782STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:PlayAmbianceMusic()
AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5D2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:22:405STACKDiplomatic relation between empire 1 and empire 6: Remove ability Unknown

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5EE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:22:405STACKDiplomatic relation between empire 6 and empire 1: Remove ability Unknown

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5EE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:24:124STACKGameServerState_Turn_AI.

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

14:19:24:124STACKChanging ai state of empire (index: 5, from: 'Dead', to: 'EmpireControlledByAI').

GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:24:124STACKAIMaster AIPlayer: Empire 5 change its state from Dead to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:26:675STACKCan't find resource location 'Production' (reference location: City#2616).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:19:27:315STACKCan't find resource location 'Production' (reference location: City#6504).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:19:27:315STACKCan't find resource location 'Production' (reference location: City#3984).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:19:27:328STACKAIMaster AIPlayer: Empire 5 change its state from EmpireControlledByAI to Dead.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:19:27:543STACKCan't find resource location 'Production' (reference location: City#4506).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:19:27:543STACKCan't find resource location 'Production' (reference location: City#1983).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:19:27:543STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:19:27:543STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:19:27:543STACKCan't find resource location 'Production' (reference location: City#5373).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:19:27:543STACKCan't find resource location 'Production' (reference location: City#2559).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:19:28:012STACKCan't find resource location 'Production' (reference location: City#4591).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:19:28:012STACKCan't find resource location 'Production' (reference location: City#2922).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:19:28:040STACKGameServerState_Turn_Main.

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

14:19:28:477STACKGameClientState_Turn_Begin.

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

14:19:28:477STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 3.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:28:477STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 9.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:28:477STACKQuest 'SideQuestPOI#0019', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 6.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:28:527STACKGameClientState_Turn_Main.

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

14:19:32:282STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:32:283STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:34:403STACKPreprocessor failed because the tile (38,71) is not stopable for army 7374.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:34:897STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:34:897STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:36:868STACKBefore 7022 to 0: 1er Weyr Croc (7248) at -1 1er Weyr Aile (7401) at 0 Grodej (7022) at 1

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:36:868STACKAfter: 1er Weyr Croc (7248) at -1 1er Weyr Aile (7401) at 1 Grodej (7022) at 0

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:39:546STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:39:547STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:39:547STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:40:639STACKGotoAndAttack Preprocessor. Attacker=7174, Defender=5313.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:40:656STACKArmyGoToAndAttackInstruction: lock target 5313.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:41:676STACKArmyGoToAndAttackInstruction: Attack target: 5313

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:41:676STACKArmyGoToAndAttackInstruction: Unlock target 5313.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:41:676STACKNot enough action points.

DepartmentOfDefense:AttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:43:812STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:45:466STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:45:466STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:45:467STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:45:467STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:45:510STACKEventBoosterActivated! (booster definition name: 'BoosterFood').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:45:510STACKEventBoosterStarted! (booster definition name: 'BoosterFood').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:45:551STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:47:117STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:48:773STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:48:773STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:51:480STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:51:503STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:19:52:739STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:23:36:932STACKGoToAndExecutePreprocessor

DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:23:41:832STACKGoToAndExecutePreprocessor

DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:23:48:581STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:23:49:920STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:23:49:920STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
NotificationPanelEncounterSetup+c__Iterator38C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

14:23:50:043STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:23:50:043STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:23:50:070STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:23:50:070STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:24:17:483STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:24:19:633STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:24:36:967STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:25:26:283STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:25:28:315STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:25:29:351STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:26:39:080STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:26:39:852STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:26:42:814STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:26:43:517STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:26:45:964STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:26:46:815STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:26:53:982STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:26:57:980STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:26:59:147STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:27:05:247STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:27:08:782STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:27:47:870STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:27:48:831STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:27:51:698STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:27:52:571STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:27:57:003STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:27:57:955STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:28:01:167STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:28:03:898STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:28:44:480STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:28:46:013STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:28:47:096STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:28:51:313STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:28:56:001STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:28:56:001STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:28:56:099STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:28:56:297STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:28:56:498STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:28:56:551STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:28:56:731STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #8, context: 'Fortress#926'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo)
GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5E4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:28:56:731STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventFortressOccupantSwapped(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo)
GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5E4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:29:41:773STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator611:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:29:41:773STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:29:41:774STACK[Desync] 'PointOfInterest#277' has been reattached to 'City#2616' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:29:41:774STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:29:41:774STACK[Desync] 'PointOfInterest#689' has been reattached to 'City#7585' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:29:44:331STACK[Net] Transition is synced.

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

14:29:44:360STACKGameServerState_Turn_Begin.

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

14:29:46:057STACKGameServerState_Turn_AI.

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

14:29:46:058STACKChanging ai state of empire (index: 5, from: 'Dead', to: 'EmpireControlledByAI').

GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:29:46:058STACKAIMaster AIPlayer: Empire 5 change its state from Dead to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:29:48:590STACKCan't find resource location 'Production' (reference location: City#2616).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:29:49:241STACKCan't find resource location 'Production' (reference location: City#6504).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:29:49:241STACKCan't find resource location 'Production' (reference location: City#3984).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:29:49:241STACKAIMaster AIPlayer: Empire 5 change its state from EmpireControlledByAI to Dead.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:29:49:458STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:29:49:458STACKCan't find resource location 'Production' (reference location: City#1983).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:29:49:458STACKCan't find resource location 'Production' (reference location: City#4506).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:29:49:458STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:29:49:458STACKCan't find resource location 'Production' (reference location: City#5373).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:29:49:458STACKCan't find resource location 'Production' (reference location: City#2559).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:29:49:743STACKCan't find resource location 'Production' (reference location: City#4591).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:29:49:743STACKCan't find resource location 'Production' (reference location: City#2922).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:29:49:773STACKGameServerState_Turn_Main.

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

14:29:50:219STACKGameClientState_Turn_Begin.

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

14:29:50:219STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 4.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:29:50:219STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 10.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:29:50:219STACKQuest 'SideQuestPOI#0019', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 7.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:29:50:280STACKGameClientState_Turn_Main.

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

14:29:50:280STACKUpdateArmyObjective.Initialize

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClient+c__Iterator60A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:29:50:463STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:29:52:475STACKGotoAndAttack Preprocessor. Attacker=7174, Defender=5313.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:29:52:493STACKArmyGoToAndAttackInstruction: lock target 5313.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:29:53:525STACKArmyGoToAndAttackInstruction: Attack target: 5313

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:29:53:525STACKArmyGoToAndAttackInstruction: Unlock target 5313.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:29:53:934STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_Pacification=7185 for GenericCommander Priority 0.3487582

AICommanderMission_RegroupArmyAt:TryGetArmyData()
AICommanderMission:Initializing()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:29:56:672STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:29:56:672STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:29:57:363STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:29:57:363STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:30:01:214STACKEventBoosterActivated! (booster definition name: 'BoosterFortify').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:30:01:214STACKEventBoosterStarted! (booster definition name: 'BoosterFortify').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:30:01:368STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:30:01:368STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:30:01:368STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:30:01:368STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:30:05:745STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:30:07:654STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:30:07:654STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:30:11:246STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:30:11:246STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:30:12:733STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury9').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:30:12:733STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury9').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:30:14:180STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:30:14:180STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:30:41:456STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:30:41:579STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:30:41:652STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:30:41:906STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:30:42:567STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
NotificationPanelEncounterSetup+c__Iterator38C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

14:30:42:612STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:30:43:189STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:31:35:772STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:31:38:439STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:31:45:172STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:31:47:522STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:31:49:622STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:31:52:172STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:32:33:806STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:32:35:072STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:32:36:322STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:32:37:773STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:32:38:726STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:32:41:506STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:32:42:474STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:32:44:827STACKBattleHealthStatus.Removed ignored BattleEffectInitiativeDownPermanent

BattleHealthStatus:AddRemoveAlteration(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_UnitStatChange:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleEventBattleEffect:Execute()
WorldBattleUnit:EventUpdate()
WorldBattleUnit:Update()

14:32:49:609STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:33:10:193STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:33:14:555STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:33:16:474STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:33:18:927STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:33:19:188STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:33:19:206STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:33:19:373STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:33:19:454STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:33:19:648STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #8, context: 'Fortress#925'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo)
GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5E4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:33:19:648STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventUniqueFacilitiesUpdated(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
PirateCouncil:UpdateUniqueFacilitiesOwned(System.Reflection.ParameterInfo)
PirateCouncil:UpdateUniqueFacilitiesOwned(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo)
GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5E4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:33:19:648STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventFortressOccupantSwapped(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo)
GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5E4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:33:30:622STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury7').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:33:30:622STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury7').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:33:34:673STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury12').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:33:34:673STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury12').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:33:37:518STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:33:37:518STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:33:40:232STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:33:40:232STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:33:43:729STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury9').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:33:43:730STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury9').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:34:13:185STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator611:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:34:13:185STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:34:13:185STACK[Desync] 'PointOfInterest#717' has been reattached to 'City#6960' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:34:13:185STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:34:13:185STACK[Desync] 'PointOfInterest#431' has been reattached to 'City#6652' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:34:15:643STACK[Net] Transition is synced.

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

14:34:15:670STACKGameServerState_Turn_Begin.

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

14:34:17:364STACKGameServerState_Turn_AI.

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

14:34:17:364STACKChanging ai state of empire (index: 5, from: 'Dead', to: 'EmpireControlledByAI').

GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:34:17:364STACKAIMaster AIPlayer: Empire 5 change its state from Dead to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:34:19:952STACKCan't find resource location 'Production' (reference location: City#2616).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:34:20:666STACKCan't find resource location 'Production' (reference location: City#6504).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:34:20:666STACKCan't find resource location 'Production' (reference location: City#3984).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:34:20:683STACKAIMaster AIPlayer: Empire 5 change its state from EmpireControlledByAI to Dead.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:34:20:902STACKCan't find resource location 'Production' (reference location: City#4506).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:34:20:902STACKCan't find resource location 'Production' (reference location: City#1983).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:34:20:902STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:34:20:902STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:34:20:902STACKCan't find resource location 'Production' (reference location: City#5373).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:34:20:902STACKCan't find resource location 'Production' (reference location: City#2559).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:34:21:215STACKGameServerState_Turn_Main.

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

14:34:21:712STACKGameClientState_Turn_Begin.

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

14:34:21:712STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 1.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:34:21:712STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 11.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:34:21:712STACKQuest 'SideQuestPOI#0019', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 8.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:34:21:765STACKGameClientState_Turn_Main.

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

14:34:21:958STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000020B0, empire: 8, guid: 7845, level: 2

DepartmentOfDefense+c__Iterator1BF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:34:25:728STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:34:25:728STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:34:28:400STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:34:30:289STACKGotoAndAttack Preprocessor. Attacker=6751, Defender=6905.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:34:30:305STACKArmyGoToAndAttackInstruction: lock target 6905.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:34:33:221STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:34:33:221STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:34:33:221STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:34:33:221STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:34:34:313STACKArmyGoToAndAttackInstruction: Attack target: 6905

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:34:34:314STACKArmyGoToAndAttackInstruction: Unlock target 6905.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:34:34:946STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_MoveEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:34:34:946STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:34:34:946STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:34:38:283STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #4, context: 'City#5271'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapCityOwner(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:34:40:223STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:34:42:122STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:34:43:812STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:34:45:337STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury14').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:34:45:337STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury14').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:34:45:471STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury15').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:34:45:471STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury15').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:34:46:820STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:34:46:820STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:34:46:866STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:35:01:832STACKGoToAndExecutePreprocessor

DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:35:10:232STACKGoToAndExecutePreprocessor

DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:01:010STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator611:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:01:010STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:01:010STACK[Desync] 'PointOfInterest#880' has been reattached to 'City#1691' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:01:010STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingNecrophages

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:01:010STACK[Desync] 'PointOfInterest#222' has been reattached to 'City#1597' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:01:010STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingNecrophages

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:01:010STACK[Desync] 'PointOfInterest#221' has been reattached to 'City#5604' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:03:300STACK[Net] Transition is synced.

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

14:36:03:336STACKGameServerState_Turn_Begin.

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

14:36:05:066STACKGameServerState_Turn_AI.

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

14:36:05:066STACKChanging ai state of empire (index: 5, from: 'Dead', to: 'EmpireControlledByAI').

GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:05:066STACKAIMaster AIPlayer: Empire 5 change its state from Dead to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:07:609STACKCan't find resource location 'Production' (reference location: City#2616).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:36:08:297STACKCan't find resource location 'Production' (reference location: City#5271).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:36:08:297STACKCan't find resource location 'Production' (reference location: City#6504).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:36:08:297STACKCan't find resource location 'Production' (reference location: City#3984).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:36:08:297STACKAIMaster AIPlayer: Empire 5 change its state from EmpireControlledByAI to Dead.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:36:08:517STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:36:08:518STACKCan't find resource location 'Production' (reference location: City#1983).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:36:08:518STACKCan't find resource location 'Production' (reference location: City#4506).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:36:08:518STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:36:08:518STACKCan't find resource location 'Production' (reference location: City#5373).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:36:08:518STACKCan't find resource location 'Production' (reference location: City#2559).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:36:08:892STACKGameServerState_Turn_Main.

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

14:36:09:409STACKGameClientState_Turn_Begin.

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

14:36:09:409STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 2.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:09:409STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 12.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:09:409STACKQuest 'SideQuestPOI#0019', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 9.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:09:474STACKGameClientState_Turn_Main.

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

14:36:09:757STACKDiplomatic relation between empire 1 and empire 7: Remove ability Unknown

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5EE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:09:757STACKDiplomatic relation between empire 7 and empire 1: Remove ability Unknown

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5EE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:13:436STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:13:437STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:13:976STACKAmplitude.Diagnostics+LogMessage

AgeMesh:EndBuilding()
AgeMeshBuilder:EndMesh()
AgeMeshBuilder:CheckMaterialSwitch(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgePrimitiveImage:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeRenderer:DoRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeRenderer:OnPostRender()

14:36:13:976STACKAmplitude.Diagnostics+LogMessage

AgeMesh:EndBuilding()
AgeMeshBuilder:EndMesh()
AgeMeshBuilder:CheckMaterialSwitch(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgePrimitiveLabel:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeRenderer:DoRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeRenderer:OnPostRender()

14:36:15:545STACKPreprocessor failed because the tile (34,85) is not stopable for army 6906.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:16:152STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:16:152STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:16:152STACKThe construction 7909 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator190:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:21:228STACKThe construction 6976 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator18D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:21:228STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:21:228STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:23:481STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:23:481STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:27:253STACKGotoAndAttack Preprocessor. Attacker=6751, Defender=7174.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:27:272STACKArmyGoToAndAttackInstruction: lock target 7174.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:27:668STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:27:669STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:29:411STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:31:090STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:32:283STACKArmyGoToAndAttackInstruction: Attack target: 7174

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:32:284STACKArmyGoToAndAttackInstruction: Unlock target 7174.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:32:531STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:32:532STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury5').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:32:532STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury5').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:32:729STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury11').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:32:730STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury11').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:32:818STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury12').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:32:818STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury12').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:34:041STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:35:465STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:35:465STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:36:35:465STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:39:02:314STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury6').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:39:02:314STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury6').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:39:52:042STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

GameServerState_Turn_Finished+c__Iterator24E:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:39:52:042STACKTimeout: Tickables NeedTick: AICommanderMission_RoamingDefault,,,,,,,,,,,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,,NavyFortress,NavyFortress,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

GameServerState_Turn_Finished+c__Iterator24E:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:39:53:422STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator611:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:39:53:422STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:39:53:422STACK[Desync] 'PointOfInterest#690' has been reattached to 'City#7585' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:39:53:422STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:39:53:422STACK[Desync] 'PointOfInterest#137' has been reattached to 'City#3150' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:39:53:422STACKpointOfInterest.SwapDescriptor from AffinityMappingVaulters to AffinityMappingVaulters

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:39:53:422STACK[Desync] 'PointOfInterest#469' has been reattached to 'City#6960' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:39:53:422STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:39:53:422STACK[Desync] 'PointOfInterest#782' has been reattached to 'City#4591' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:39:55:670STACK[Net] Transition is synced.

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

14:39:55:704STACKGameServerState_Turn_Begin.

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

14:39:57:393STACKGameServerState_Turn_AI.

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

14:39:57:393STACKChanging ai state of empire (index: 5, from: 'Dead', to: 'EmpireControlledByAI').

GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:39:57:393STACKAIMaster AIPlayer: Empire 5 change its state from Dead to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:00:084STACKCan't find resource location 'Production' (reference location: City#2616).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:40:00:735STACKCan't find resource location 'Production' (reference location: City#5271).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:40:00:735STACKCan't find resource location 'Production' (reference location: City#6504).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:40:00:735STACKCan't find resource location 'Production' (reference location: City#3984).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:40:00:735STACKAIMaster AIPlayer: Empire 5 change its state from EmpireControlledByAI to Dead.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:40:00:975STACKCan't find resource location 'Production' (reference location: City#4506).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:40:00:975STACKCan't find resource location 'Production' (reference location: City#1983).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:40:00:975STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:40:00:975STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:40:00:975STACKCan't find resource location 'Production' (reference location: City#5373).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:40:00:975STACKCan't find resource location 'Production' (reference location: City#2559).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:40:01:342STACKGameServerState_Turn_Main.

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

14:40:01:813STACKGameClientState_Turn_Begin.

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

14:40:01:813STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 3.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:01:813STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 13.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:01:814STACKQuest 'SideQuestPOI#0019', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 10.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:01:893STACKGameClientState_Turn_Main.

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

14:40:02:662STACKRegister new contract DiplomaticContract 7942 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 3 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator5D9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:02:662STACKContract 7942 pass from state Negotiation to state Proposed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:02:783STACKContract 7942 pass from state Proposed to state Refused.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:03:738STACKGotoAndAttack Preprocessor. Attacker=7174, Defender=6751.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:03:760STACKArmyGoToAndAttackInstruction: lock target 6751.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:05:013STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:05:224STACKGotoAndAttack Preprocessor. Attacker=6954, Defender=4893.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:05:244STACKArmyGoToAndAttackInstruction: lock target 4893.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:05:759STACKArmyGoToAndAttackInstruction: Attack target: 6751

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:05:759STACKArmyGoToAndAttackInstruction: Unlock target 6751.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:05:887STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:05:887STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:06:250STACKArmyGoToAndAttackInstruction: Attack target: 4893

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:06:251STACKArmyGoToAndAttackInstruction: Unlock target 4893.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:08:614STACKGotoAndAttack Preprocessor. Attacker=6899, Defender=7854.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:08:632STACKArmyGoToAndAttackInstruction: lock target 7854.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:08:834STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:08:834STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:11:641STACKArmyGoToAndAttackInstruction: Attack target: 7854

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:11:641STACKArmyGoToAndAttackInstruction: Unlock target 7854.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:13:653STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:13:653STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:15:902STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:15:902STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:17:142STACKPreprocessor failed because the tile (63,10) is not stopable for army 5982.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:17:833STACKEventBoosterActivated! (booster definition name: 'BoosterResearchCostByInfiltration2').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA6:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:19:080STACKPreprocessor failed because the tile (63,9) is not stopable for army 7944.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:19:689STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:19:689STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:21:385STACKEventBoosterActivated! (booster definition name: 'BoosterFood').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:21:385STACKEventBoosterStarted! (booster definition name: 'BoosterFood').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:24:732STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:24:732STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:26:273STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:27:645STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:40:27:645STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:44:12:801STACKGoToAndExecutePreprocessor

DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:44:14:850STACKUpdateArmyObjective.Initialize

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:44:14:851STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PathfindingManager:IsTileStopable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:44:14:851STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PathfindingManager:IsTileStopable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:44:14:851STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PathfindingManager:IsTileStopable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:44:14:851STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 75, guid: 7974, level: 3.

QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:44:14:851STACKUpdateArmyObjective.Execute

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:44:14:851STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: Roaming, Target City GUID: 0, Target Empire: 0, Siege Turns Number 4

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:44:14:879STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00002959, empire: 75, guid: 7974, level: 3

DepartmentOfDefense+c__Iterator1BF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:44:27:734STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:44:28:365STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:44:28:388STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:44:28:388STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
NotificationPanelEncounterSetup+c__Iterator38C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

14:44:28:622STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:44:28:655STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:44:28:771STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:44:34:069STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:44:36:872STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:44:41:403STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:44:47:857STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:44:49:188STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:45:14:205STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:45:15:038STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:45:17:312STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:45:18:063STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:45:20:295STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:45:21:127STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:45:23:376STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:45:24:210STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:45:26:509STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:45:27:290STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:45:30:306STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:45:41:924STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:45:42:804STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:45:45:104STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:45:45:876STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:45:52:534STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:45:52:800STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:45:52:818STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

14:50:06:079STACKForce level 1 on plan EmpirePlanKnowledge

PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlSliderRadial: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:LateUpdate()

14:50:06:111STACKForce level 2 on plan EmpirePlanKnowledge

PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlSliderRadial: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:LateUpdate()

14:50:07:762STACKForce level 1 on plan EmpirePlanKnowledge

PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlSliderRadial: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:LateUpdate()

14:50:13:244STACKForce level 2 on plan EmpirePlanKnowledge

PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlSliderRadial: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:LateUpdate()

14:50:14:577STACKForce level 3 on plan EmpirePlanEconomy

PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlSliderRadial: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:LateUpdate()

14:50:14:644STACKForce level 4 on plan EmpirePlanEconomy

PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlSliderRadial: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:LateUpdate()

14:50:30:136STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator611:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:30:136STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingSeaDemons

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:30:136STACK[Desync] 'PointOfInterest#164' has been reattached to 'City#2506' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:30:136STACKpointOfInterest.SwapDescriptor from AffinityMappingDrakkens to AffinityMappingDrakkens

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:30:136STACK[Desync] 'PointOfInterest#445' has been reattached to 'City#7022' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:30:136STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingNecrophages

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:30:136STACK[Desync] 'PointOfInterest#237' has been reattached to 'City#6432' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:32:763STACK[Net] Transition is synced.

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

14:50:32:798STACKGameServerState_Turn_Begin.

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

14:50:32:950STACK[Quest] Applying quest world effect QuestWorldEffect#0006 for 10 turns

QuestManager:IQuestManagementService.ApplyQuestWorldEffect(System.Reflection.ParameterInfo)
GameClient+c__Iterator5F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:34:632STACKGameServerState_Turn_AI.

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

14:50:34:632STACKChanging ai state of empire (index: 5, from: 'Dead', to: 'EmpireControlledByAI').

GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:34:632STACKAIMaster AIPlayer: Empire 5 change its state from Dead to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:37:328STACKCan't find resource location 'Production' (reference location: City#2616).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:50:37:991STACKCan't find resource location 'Production' (reference location: City#5271).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:50:37:991STACKCan't find resource location 'Production' (reference location: City#6504).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:50:37:991STACKCan't find resource location 'Production' (reference location: City#3984).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:50:37:991STACKAIMaster AIPlayer: Empire 5 change its state from EmpireControlledByAI to Dead.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:50:38:220STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:50:38:220STACKCan't find resource location 'Production' (reference location: City#1983).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:50:38:220STACKCan't find resource location 'Production' (reference location: City#4506).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:50:38:220STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:50:38:220STACKCan't find resource location 'Production' (reference location: City#5373).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:50:38:220STACKCan't find resource location 'Production' (reference location: City#2559).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:50:38:819STACKGameServerState_Turn_Main.

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

14:50:39:334STACKGameClientState_Turn_Begin.

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

14:50:39:334STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 4.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:39:334STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 14.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:39:386STACKGameClientState_Turn_Main.

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

14:50:39:386STACKUpdateArmyObjective.Initialize

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClient+c__Iterator60A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:39:624STACKThe construction 7941 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator18D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:42:304STACKGotoAndAttack Preprocessor. Attacker=6751, Defender=7736.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:42:304STACKOrder preprocessing failed because the defender is moving. Attacker=6751, Defender=7736.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:42:980STACKLOCKING: AICommanderMission_DefenseRoaming tries to recruit Army assigned to AICommanderMission_BesiegeCityDefault

AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
AICommanderMission:TryGetArmyData()
AICommanderMissionWithRequestArmy:TryGetArmyData()
AICommanderMission:Initializing()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:43:362STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:43:362STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:43:448STACKDiplomatic relation between empire 1 and empire 0: Remove ability Unknown

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5EE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:43:449STACKDiplomatic relation between empire 0 and empire 1: Remove ability Unknown

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5EE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:45:872STACKGotoAndAttack Preprocessor. Attacker=6899, Defender=7854.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:45:872STACKOrder preprocessing failed because the defender is moving. Attacker=6899, Defender=7854.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:46:116STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:46:117STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:46:117STACKThe construction 7909 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator18D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:50:263STACKGotoAndAttack Preprocessor. Attacker=6751, Defender=7736.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:50:284STACKArmyGoToAndAttackInstruction: lock target 7736.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:50:900STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:50:918STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:50:918STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:53:228STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:53:228STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury9').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:53:228STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury9').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:54:300STACKArmyGoToAndAttackInstruction: Attack target: 7736

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:54:300STACKArmyGoToAndAttackInstruction: Unlock target 7736.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:54:694STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_MoveEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:54:695STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action_GeneratePath:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:57:160STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:57:160STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:57:160STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:50:57:160STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:51:00:796STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:51:01:505STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #7, context: 'City#6504'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapCityOwner(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:51:03:734STACKPreprocessor failed because the tile (19,84) is not stopable for army 7852.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:51:04:164STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:51:04:164STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:51:04:190STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:51:10:301STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.

Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo)
NotificationPanelDiplomaticInteraction+c__Iterator37C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
GuiPanel:Show(System.Reflection.ParameterInfo)
NotificationPanelBase:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:PushPanelOperation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:Show(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiNotification:OnItemClick(System.Reflection.ParameterInfo)
NotificationItem:OnToggleEventCB(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
NotificationListPanel:CheckAutoshow()
NotificationListPanel+c__Iterator354:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

14:51:10:302STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.Proxies.GuiAudioProxy:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
NotificationPanelDiplomaticInteraction+c__Iterator37C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
GuiPanel:Show(System.Reflection.ParameterInfo)
NotificationPanelBase:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:PushPanelOperation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:Show(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiNotification:OnItemClick(System.Reflection.ParameterInfo)
NotificationItem:OnToggleEventCB(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
NotificationListPanel:CheckAutoshow()
NotificationListPanel+c__Iterator354:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

14:51:17:591STACKGoToAndExecutePreprocessor

DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:51:23:192STACKPreprocessor failed because the tile (66,35) is not stopable for army 7854.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:51:48:340STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

14:51:55:043STACKGoToAndExecutePreprocessor

DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:03:229STACKMinor faction (name: 'Haunts') has been assimilated by empire 0.

DepartmentOfTheInterior:AssimilateMinorFaction(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator21B:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:17:549STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator611:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:17:549STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:17:549STACK[Desync] 'PointOfInterest#165' has been reattached to 'City#7585' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:17:549STACK[Net,Client] Dropped order OrderRemoveAffinityStrategicResource (GameClientState_Turn_End)

GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
PlayerController:PostOrder(System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorBE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:17:549STACK[Net,Client] Dropped order OrderRemoveAffinityStrategicResource (GameClientState_Turn_End)

GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
PlayerController:PostOrder(System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorBE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:20:104STACK[Net] Transition is synced.

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

14:53:20:194STACKGameServerState_Turn_Begin.

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

14:53:21:889STACKGameServerState_Turn_AI.

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

14:53:21:889STACKChanging ai state of empire (index: 5, from: 'Dead', to: 'EmpireControlledByAI').

GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:21:889STACKAIMaster AIPlayer: Empire 5 change its state from Dead to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:24:507STACKCan't find resource location 'Production' (reference location: City#2616).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:53:25:204STACKCan't find resource location 'Production' (reference location: City#5271).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:53:25:204STACKCan't find resource location 'Production' (reference location: City#3984).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:53:25:221STACKAIMaster AIPlayer: Empire 5 change its state from EmpireControlledByAI to Dead.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:53:25:440STACKCan't find resource location 'Production' (reference location: City#4506).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:53:25:441STACKCan't find resource location 'Production' (reference location: City#1983).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:53:25:441STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:53:25:441STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:53:25:441STACKCan't find resource location 'Production' (reference location: City#5373).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:53:25:441STACKCan't find resource location 'Production' (reference location: City#2559).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:53:25:804STACKCan't find resource location 'Production' (reference location: City#6504).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:53:25:836STACKGameServerState_Turn_Main.

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

14:53:26:398STACKGameClientState_Turn_Begin.

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

14:53:26:398STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 15.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:26:398STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 1.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:26:447STACKGameClientState_Turn_Main.

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

14:53:26:644STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00002CF9, empire: 8, guid: 8084, level: 2

DepartmentOfDefense+c__Iterator1BF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:26:672STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00002CFA, empire: 59, guid: 8089, level: 2

DepartmentOfDefense+c__Iterator1BF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:26:696STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00002CFB, empire: 18, guid: 8093, level: 2

DepartmentOfDefense+c__Iterator1BF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:28:903STACKGotoAndAttack Preprocessor. Attacker=7069, Defender=2546.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:28:903STACKOrder preprocessing failed because the defender is moving. Attacker=7069, Defender=2546.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:29:936STACKLOCKING: AICommanderMission_DefenseRoaming tries to recruit Army assigned to AICommanderMission_FrontierHarass

AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
AICommanderMission:TryGetArmyData()
AICommanderMissionWithRequestArmy:TryGetArmyData()
AICommanderMission:Initializing()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:29:937STACKLOCKING: AICommanderMission_DefenseRoaming tries to recruit Army assigned to AICommanderMission_PacifyVillage

AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
AICommanderMission:TryGetArmyData()
AICommanderMissionWithRequestArmy:TryGetArmyData()
AICommanderMission:Initializing()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:30:392STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:30:392STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:30:392STACKEventBoosterActivated! (booster definition name: 'BoosterStrategic1').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:30:392STACKEventBoosterStarted! (booster definition name: 'BoosterStrategic1').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:32:198STACKGotoAndAttack Preprocessor. Attacker=6751, Defender=7736.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:32:215STACKArmyGoToAndAttackInstruction: lock target 7736.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:32:829STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_RegroupArmyAt:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:33:063STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #4, context: 'City#6652'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapCityOwner(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:33:300STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:33:300STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:34:777STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_Pacification:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:35:353STACKPreprocessor failed because the tile (74,89) is not stopable for army 6413.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:35:794STACKSynchronous job SynchronousJob_ExecuteNeeds failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:36:260STACKArmyGoToAndAttackInstruction: Attack target: 7736

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:36:260STACKArmyGoToAndAttackInstruction: Unlock target 7736.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:37:893STACKGotoAndAttack Preprocessor. Attacker=7401, Defender=7633.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:37:910STACKArmyGoToAndAttackInstruction: lock target 7633.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:38:096STACKSynchronous job SynchronousJob_AssignPopulation failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:38:921STACKArmyGoToAndAttackInstruction: Attack target: 7633

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:38:921STACKArmyGoToAndAttackInstruction: Unlock target 7633.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:40:410STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:40:410STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:40:411STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:40:411STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:44:380STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:44:417STACKEventBoosterActivated! (booster definition name: 'BoosterStrategic1').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:44:418STACKEventBoosterStarted! (booster definition name: 'BoosterStrategic1').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:49:262STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:49:309STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:49:309STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:50:799STACKMinor faction (name: 'Gauran') has been assimilated by empire 2.

DepartmentOfTheInterior:AssimilateMinorFaction(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator21B:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:51:962STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:51:962STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:51:962STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:52:002STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:53:52:002STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:11:468STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

14:55:21:875STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator611:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:21:875STACKpointOfInterest.SwapDescriptor from AffinityMappingDrakkens to AffinityMappingDrakkens

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:21:875STACK[Desync] 'PointOfInterest#444' has been reattached to 'City#7022' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:21:875STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMezari

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:21:876STACK[Desync] 'PointOfInterest#85' has been reattached to 'City#8018' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:23:954STACK[Net] Transition is synced.

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

14:55:23:986STACKGameServerState_Turn_Begin.

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

14:55:25:750STACKGameServerState_Turn_AI.

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

14:55:25:750STACKChanging ai state of empire (index: 5, from: 'Dead', to: 'EmpireControlledByAI').

GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:25:750STACKAIMaster AIPlayer: Empire 5 change its state from Dead to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:28:452STACKCan't find resource location 'Production' (reference location: City#2616).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:55:29:336STACKCan't find resource location 'Production' (reference location: City#5271).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:55:29:336STACKCan't find resource location 'Production' (reference location: City#3984).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:55:29:352STACKAIMaster AIPlayer: Empire 5 change its state from EmpireControlledByAI to Dead.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:55:29:607STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:55:29:607STACKCan't find resource location 'Production' (reference location: City#1983).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:55:29:607STACKCan't find resource location 'Production' (reference location: City#4506).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:55:29:607STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:55:29:607STACKCan't find resource location 'Production' (reference location: City#5373).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:55:29:607STACKCan't find resource location 'Production' (reference location: City#2559).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

14:55:30:024STACKGameServerState_Turn_Main.

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

14:55:30:566STACKGameClientState_Turn_Begin.

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

14:55:30:566STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 2.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:30:623STACKGameClientState_Turn_Main.

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

14:55:31:148STACKRegister new contract DiplomaticContract 8142 EmpireWhichInitiated: Empire 2 EmpireWhichProposes: Empire 2 EmpireWhichReceives: Empire 0 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator5D9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:31:148STACKDiplomatic relation between empire 2 and empire 0: Remove ability CloseBorders

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:31:148STACKDiplomatic relation between empire 2 and empire 0: Remove ability ColdWarAttackArmies

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:31:148STACKDiplomatic relation between empire 2 and empire 0: Remove ability ColdWar

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:31:148STACKDiplomatic relation between empire 0 and empire 2: Remove ability CloseBorders

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:31:148STACKDiplomatic relation between empire 0 and empire 2: Remove ability ColdWarAttackArmies

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:31:148STACKDiplomatic relation between empire 0 and empire 2: Remove ability ColdWar

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:31:148STACKContract 8142 pass from state Negotiation to state Signed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:33:527STACKGotoAndAttack Preprocessor. Attacker=7790, Defender=7633.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:33:554STACKArmyGoToAndAttackInstruction: lock target 7633.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:34:562STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:34:563STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:35:551STACKArmyGoToAndAttackInstruction: Attack target: 7633

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:35:551STACKArmyGoToAndAttackInstruction: Unlock target 7633.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:36:968STACKPreprocessor failed because the tile (29,80) is not stopable for army 7905.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:37:422STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:37:422STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:38:816STACKEventBoosterActivated! (booster definition name: 'BoosterFortify').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:38:816STACKEventBoosterStarted! (booster definition name: 'BoosterFortify').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:39:873STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:39:873STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:42:391STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:42:391STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:44:728STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:46:624STACKGotoAndAttack Preprocessor. Attacker=6954, Defender=8016.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:46:640STACKArmyGoToAndAttackInstruction: lock target 8016.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:48:931STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:48:931STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:48:931STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:50:991STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:51:652STACKArmyGoToAndAttackInstruction: Attack target: 8016

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:51:652STACKArmyGoToAndAttackInstruction: Unlock target 8016.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:52:600STACKUpdateArmyObjective.Initialize

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:52:600STACKUpdateArmyObjective.Initialize

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:52:600STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 75, guid: 8174, level: 3.

QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:52:600STACKUpdateArmyObjective.Execute

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:52:600STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: PacifistRoaming, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:52:601STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 75, guid: 8175, level: 3.

QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:52:601STACKUpdateArmyObjective.Execute

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:52:601STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: PacifistRoaming, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:52:601STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000031CD, empire: 75, guid: 8174, level: 3

DepartmentOfDefense+c__Iterator1BF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:52:634STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000031CF, empire: 75, guid: 8175, level: 3

DepartmentOfDefense+c__Iterator1BF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:54:409STACKBefore 8147 to 0: 1er Guerriers Grand-duc (5982) at -1 Mulladien (7585) at 0 Lyeess (8147) at 1

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:54:410STACKAfter: 1er Guerriers Grand-duc (5982) at -1 Mulladien (7585) at 1 Lyeess (8147) at 0

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:54:766STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:54:766STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:54:766STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:56:635STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:57:997STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #6, context: 'City#5604'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapCityOwner(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:58:045STACKDiplomatic relation between empire 7 and empire 2: Remove ability Unknown

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5EE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:58:045STACKDiplomatic relation between empire 2 and empire 7: Remove ability Unknown

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5EE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:58:239STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:58:239STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:58:240STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury7').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:55:58:240STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury7').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

14:57:12:250STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.

Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo)
NotificationPanelDiplomaticInteraction+c__Iterator37D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiNotification:OnOpenChange()
Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiNotification:ReleaseEvent()
Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo)
NotificationPanelBase:OnDismissCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

14:58:12:705STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

15:05:30:508STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

GameServerState_Turn_Finished+c__Iterator24E:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:30:508STACKTimeout: Tickables NeedTick: RaidersArmy,RaidersArmy,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,

GameServerState_Turn_Finished+c__Iterator24E:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:32:224STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator611:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:32:224STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingSeaDemons

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:32:224STACK[Desync] 'PointOfInterest#163' has been reattached to 'City#1614' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:32:224STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:32:224STACK[Desync] 'PointOfInterest#836' has been reattached to 'City#5429' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:34:833STACK[Net] Transition is synced.

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

15:05:34:870STACKGameServerState_Turn_Begin.

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

15:05:36:855STACKGameServerState_Turn_AI.

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

15:05:36:855STACKChanging ai state of empire (index: 5, from: 'Dead', to: 'EmpireControlledByAI').

GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:36:855STACKAIMaster AIPlayer: Empire 5 change its state from Dead to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:39:745STACKCan't find resource location 'Production' (reference location: City#2616).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:05:40:405STACKCan't find resource location 'Production' (reference location: City#5271).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:05:40:405STACKCan't find resource location 'Production' (reference location: City#3984).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:05:40:405STACKAIMaster AIPlayer: Empire 5 change its state from EmpireControlledByAI to Dead.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:05:40:619STACKCan't find resource location 'Production' (reference location: City#5604).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:05:40:619STACKCan't find resource location 'Production' (reference location: City#4506).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:05:40:619STACKCan't find resource location 'Production' (reference location: City#1983).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:05:40:619STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:05:40:619STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:05:40:619STACKCan't find resource location 'Production' (reference location: City#5373).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:05:40:619STACKCan't find resource location 'Production' (reference location: City#2559).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:05:41:248STACKCan't find resource location 'Production' (reference location: City#6504).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:05:41:292STACKGameServerState_Turn_Main.

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

15:05:41:862STACKGameClientState_Turn_Begin.

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

15:05:41:862STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 3.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:41:930STACKGameClientState_Turn_Main.

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

15:05:42:489STACKRegister new contract DiplomaticContract 8206 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 1 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator5D9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:42:490STACKContract 8206 pass from state Negotiation to state Proposed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:42:616STACKContract 8206 pass from state Proposed to state Refused.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:43:866STACKPreprocessor failed because the tile (8,54) is not stopable for army 4387.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:44:917STACKGotoAndAttack Preprocessor. Attacker=8016, Defender=6954.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:44:961STACKArmyGoToAndAttackInstruction: lock target 6954.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:45:065STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:45:491STACKLOCKING: AICommanderMission_DefenseRoaming tries to recruit Army assigned to AICommanderMission_BesiegeCityDefault

AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
AICommanderMission:TryGetArmyData()
AICommanderMissionWithRequestArmy:TryGetArmyData()
AICommanderMission:Initializing()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:45:914STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:45:939STACKThe construction 7947 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator18D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:47:980STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:48:474STACKGotoAndAttack Preprocessor. Attacker=7401, Defender=7582.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:48:474STACKGotoAndAttack Preprocessor. Attacker=6899, Defender=7248.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:48:529STACKArmyGoToAndAttackInstruction: lock target 7582.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:48:529STACKArmyGoToAndAttackInstruction: lock target 7248.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:48:624STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:48:624STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:48:624STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury7').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:48:624STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury7').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:48:813STACKGotoAndAttack Preprocessor. Attacker=7115, Defender=6937.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:48:813STACKOrder preprocessing failed because the defender is moving. Attacker=7115, Defender=6937.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:48:963STACKArmyGoToAndAttackInstruction: Attack target: 6954

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:48:963STACKArmyGoToAndAttackInstruction: Unlock target 6954.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:50:281STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:50:550STACKArmyGoToAndAttackInstruction: Attack target: 7582

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:50:550STACKArmyGoToAndAttackInstruction: Unlock target 7582.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:50:550STACKArmyGoToAndAttackInstruction: Attack target: 7248

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:50:550STACKArmyGoToAndAttackInstruction: Unlock target 7248.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:50:962STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_MoveEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:50:962STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:50:962STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetNextRoamingPositionAroundCity:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:50:962STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_MoveEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission_RoamingDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:50:962STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectPillageTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission_RoamingDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:50:962STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action_GeneratePath:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission_RoamingDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:51:203STACKThe construction 8162 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator18D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:51:581STACKPreprocessor failed because the tile (67,22) is not passable for army 4113.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:51:581STACKPreprocessor failed because the tile (67,22) is not stopable for army 4113.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:53:716STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:53:716STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:56:101STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:56:101STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:56:101STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:56:101STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:05:58:159STACKPreprocessor failed because the tile (63,2) is not stopable for army 5982.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:06:00:646STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:06:00:646STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:06:00:646STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:06:02:577STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:06:05:867STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:06:05:867STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:06:05:867STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:06:05:940STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:06:05:940STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:06:08:788STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:06:08:788STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:06:08:788STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:06:51:822STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

15:08:20:845STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator611:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:20:846STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingSeaDemons

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:20:846STACK[Desync] 'PointOfInterest#695' has been reattached to 'City#2604' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:20:846STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingSeaDemons

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:20:846STACK[Desync] 'PointOfInterest#756' has been reattached to 'City#2506' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:20:846STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingSeaDemons

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:20:846STACK[Desync] 'PointOfInterest#807' has been reattached to 'City#3897' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:20:846STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:20:846STACK[Desync] 'PointOfInterest#769' has been reattached to 'City#3336' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:20:846STACKpointOfInterest.SwapDescriptor from AffinityMappingMadFairies to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:20:846STACK[Desync] 'PointOfInterest#512' has been reattached to 'City#8147' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:20:846STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:20:846STACK[Desync] 'PointOfInterest#111' has been reattached to 'City#8147' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:23:588STACK[Net] Transition is synced.

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

15:08:23:625STACKGameServerState_Turn_Begin.

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

15:08:25:463STACKGameServerState_Turn_AI.

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

15:08:25:463STACKChanging ai state of empire (index: 5, from: 'Dead', to: 'EmpireControlledByAI').

GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:25:463STACKAIMaster AIPlayer: Empire 5 change its state from Dead to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:28:349STACKCan't find resource location 'Production' (reference location: City#2616).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:08:29:017STACKCan't find resource location 'Production' (reference location: City#5271).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:08:29:017STACKCan't find resource location 'Production' (reference location: City#3984).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:08:29:017STACKAIMaster AIPlayer: Empire 5 change its state from EmpireControlledByAI to Dead.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:08:29:234STACKCan't find resource location 'Production' (reference location: City#5604).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:08:29:234STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:08:29:234STACKCan't find resource location 'Production' (reference location: City#1983).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:08:29:235STACKCan't find resource location 'Production' (reference location: City#4506).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:08:29:235STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:08:29:235STACKCan't find resource location 'Production' (reference location: City#5373).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:08:29:235STACKCan't find resource location 'Production' (reference location: City#2559).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:08:29:619STACKCan't find resource location 'Production' (reference location: City#6504).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:08:29:665STACKGameServerState_Turn_Main.

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

15:08:30:233STACKGameClientState_Turn_Begin.

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

15:08:30:233STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 4.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:30:328STACKGameClientState_Turn_Main.

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

15:08:30:328STACKUpdateArmyObjective.Initialize

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClient+c__Iterator60A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:34:545STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:34:545STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:34:598STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:34:598STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:34:675STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury5').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:34:675STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury5').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:37:464STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:37:464STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:41:329STACKPreprocessor failed because the tile (55,71) is not stopable for army 8015.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:42:982STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:42:982STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:45:486STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:45:486STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:47:788STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:49:850STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:49:850STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:51:960STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:55:532STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:55:532STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:55:532STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:55:532STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:55:652STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury6').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:55:652STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury6').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:58:860STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:58:860STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:08:58:860STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:09:25:199STACKPreprocessor failed because the tile (53,59) is not stopable for army 8100.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:10:16:040STACKPreprocessor failed because the tile (40,111) is not stopable for army 7474.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:10:20:072STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

15:11:02:786STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator611:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:02:786STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingSeaDemons

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:02:786STACK[Desync] 'PointOfInterest#257' has been reattached to 'City#3897' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:02:786STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:02:786STACK[Desync] 'PointOfInterest#235' has been reattached to 'City#8147' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:05:265STACK[Net] Transition is synced.

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

15:11:05:308STACKGameServerState_Turn_Begin.

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

15:11:07:314STACKGameServerState_Turn_AI.

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

15:11:07:314STACKChanging ai state of empire (index: 5, from: 'Dead', to: 'EmpireControlledByAI').

GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:07:314STACKAIMaster AIPlayer: Empire 5 change its state from Dead to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:10:315STACKCan't find resource location 'Production' (reference location: City#2616).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:11:11:324STACKCan't find resource location 'Production' (reference location: City#5271).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:11:11:324STACKCan't find resource location 'Production' (reference location: City#3984).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:11:11:324STACKAIMaster AIPlayer: Empire 5 change its state from EmpireControlledByAI to Dead.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:11:11:551STACKCan't find resource location 'Production' (reference location: City#5604).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:11:11:551STACKCan't find resource location 'Production' (reference location: City#4506).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:11:11:552STACKCan't find resource location 'Production' (reference location: City#1983).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:11:11:552STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:11:11:552STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:11:11:552STACKCan't find resource location 'Production' (reference location: City#5373).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:11:11:552STACKCan't find resource location 'Production' (reference location: City#2559).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:11:12:004STACKCan't find resource location 'Production' (reference location: City#6504).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:11:12:042STACKGameServerState_Turn_Main.

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

15:11:12:618STACKGameClientState_Turn_Begin.

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

15:11:12:619STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 1.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:12:681STACKGameClientState_Turn_Main.

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

15:11:13:275STACKRegister new contract DiplomaticContract 8320 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 0 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator5D9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:13:275STACKContract 8320 pass from state Negotiation to state Signed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:15:583STACKGotoAndAttack Preprocessor. Attacker=7248, Defender=8093.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:15:607STACKArmyGoToAndAttackInstruction: lock target 8093.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:16:846STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:16:846STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:16:846STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003A8C, Ticket: 000015DA, Class: EmpirePlanMilitary Level: 2.

DepartmentOfPlanificationAndDevelopment+c__IteratorA9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:16:897STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003A8D, Ticket: 000015DB, Class: EmpirePlanEconomy Level: 0.

DepartmentOfPlanificationAndDevelopment+c__IteratorA9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:16:898STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003A8E, Ticket: 000015DC, Class: EmpirePlanForeignAffairs Level: 0.

DepartmentOfPlanificationAndDevelopment+c__IteratorA9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:16:898STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003A8F, Ticket: 000015DD, Class: EmpirePlanKnowledge Level: 0.

DepartmentOfPlanificationAndDevelopment+c__IteratorA9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:17:618STACKArmyGoToAndAttackInstruction: Attack target: 8093

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:17:618STACKArmyGoToAndAttackInstruction: Unlock target 8093.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:19:496STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #4, context: 'City#6504'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapCityOwner(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:19:838STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:19:838STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:19:838STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003AFB, Ticket: 000015EB, Class: EmpirePlanMilitary Level: 3.

DepartmentOfPlanificationAndDevelopment+c__IteratorA9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:19:838STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003AFC, Ticket: 000015EC, Class: EmpirePlanKnowledge Level: 2.

DepartmentOfPlanificationAndDevelopment+c__IteratorA9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:19:838STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003AFD, Ticket: 000015ED, Class: EmpirePlanForeignAffairs Level: 2.

DepartmentOfPlanificationAndDevelopment+c__IteratorA9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:19:838STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003AFE, Ticket: 000015EE, Class: EmpirePlanEconomy Level: 0.

DepartmentOfPlanificationAndDevelopment+c__IteratorA9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:19:838STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:19:838STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:21:302STACKGotoAndAttack Preprocessor. Attacker=7845, Defender=4008.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:21:302STACKOrder preprocessing failed because the defender is moving. Attacker=7845, Defender=4008.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:21:762STACKPreprocessor failed because the tile (56,115) is not stopable for army 8174.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:22:591STACKSynchronous job SynchronousJob_ExecuteNeeds failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:22:591STACKSynchronous job SynchronousJob_AssignPopulation failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:25:141STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:25:169STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:27:443STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:27:443STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:27:475STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003BB6, Ticket: 00001644, Class: EmpirePlanMilitary Level: 3.

DepartmentOfPlanificationAndDevelopment+c__IteratorA9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:27:475STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003BB7, Ticket: 00001645, Class: EmpirePlanForeignAffairs Level: 1.

DepartmentOfPlanificationAndDevelopment+c__IteratorA9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:27:475STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003BB8, Ticket: 00001646, Class: EmpirePlanEconomy Level: 0.

DepartmentOfPlanificationAndDevelopment+c__IteratorA9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:27:475STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003BB9, Ticket: 00001647, Class: EmpirePlanKnowledge Level: 0.

DepartmentOfPlanificationAndDevelopment+c__IteratorA9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:29:826STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:31:868STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:31:868STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:31:868STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:31:891STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003C1F, Ticket: 00001670, Class: EmpirePlanEconomy Level: 0.

DepartmentOfPlanificationAndDevelopment+c__IteratorA9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:31:891STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003C20, Ticket: 00001671, Class: EmpirePlanForeignAffairs Level: 0.

DepartmentOfPlanificationAndDevelopment+c__IteratorA9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:31:891STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003C21, Ticket: 00001672, Class: EmpirePlanKnowledge Level: 0.

DepartmentOfPlanificationAndDevelopment+c__IteratorA9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:33:745STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:33:745STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:33:826STACKEventBoosterActivated! (booster definition name: 'BoosterFood').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:33:826STACKEventBoosterStarted! (booster definition name: 'BoosterFood').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:35:798STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:35:798STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:37:426STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:37:473STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003C55, Ticket: 00001696, Class: EmpirePlanMilitary Level: 3.

DepartmentOfPlanificationAndDevelopment+c__IteratorA9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:37:473STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003C56, Ticket: 00001697, Class: EmpirePlanEconomy Level: 0.

DepartmentOfPlanificationAndDevelopment+c__IteratorA9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:37:491STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003C57, Ticket: 00001698, Class: EmpirePlanForeignAffairs Level: 0.

DepartmentOfPlanificationAndDevelopment+c__IteratorA9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:37:491STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003C58, Ticket: 00001699, Class: EmpirePlanKnowledge Level: 0.

DepartmentOfPlanificationAndDevelopment+c__IteratorA9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:40:550STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:40:578STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:40:578STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003C6A, Ticket: 000016A8, Class: EmpirePlanMilitary Level: 3.

DepartmentOfPlanificationAndDevelopment+c__IteratorA9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:40:603STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003C6B, Ticket: 000016A9, Class: EmpirePlanForeignAffairs Level: 3.

DepartmentOfPlanificationAndDevelopment+c__IteratorA9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:40:603STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003C6C, Ticket: 000016AA, Class: EmpirePlanEconomy Level: 2.

DepartmentOfPlanificationAndDevelopment+c__IteratorA9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:40:603STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003C6D, Ticket: 000016AB, Class: EmpirePlanKnowledge Level: 0.

DepartmentOfPlanificationAndDevelopment+c__IteratorA9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:11:43:586STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.

Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo)
NotificationPanelDiplomaticInteraction+c__Iterator37D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiNotification:OnOpenChange()
Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiNotification:ReleaseEvent()
Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo)
NotificationPanelBase:OnDismissCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

15:11:50:135STACKForce level 3 on plan EmpirePlanMilitary

PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlSliderRadial: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:LateUpdate()

15:11:50:216STACKForce level 4 on plan EmpirePlanMilitary

PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlSliderRadial: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:LateUpdate()

15:12:03:651STACKForce level 3 on plan EmpirePlanEconomy

PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlSliderRadial: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:LateUpdate()

15:12:03:791STACKForce level 4 on plan EmpirePlanEconomy

PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlSliderRadial: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:LateUpdate()

15:12:05:648STACKForce level 1 on plan EmpirePlanKnowledge

PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlSliderRadial: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:LateUpdate()

15:12:05:731STACKForce level 2 on plan EmpirePlanKnowledge

PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlSliderRadial: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:LateUpdate()

15:12:10:112STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003C77, Class: EmpirePlanMilitary Level: 4.

DepartmentOfPlanificationAndDevelopment+c__IteratorA9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:12:10:112STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003C78, Class: EmpirePlanKnowledge Level: 2.

DepartmentOfPlanificationAndDevelopment+c__IteratorA9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:12:10:112STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003C79, Class: EmpirePlanForeignAffairs Level: 3.

DepartmentOfPlanificationAndDevelopment+c__IteratorA9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:12:10:112STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003C7A, Class: EmpirePlanEconomy Level: 4.

DepartmentOfPlanificationAndDevelopment+c__IteratorA9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:12:27:099STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

15:13:10:006STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator611:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:10:007STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:10:007STACK[Desync] 'PointOfInterest#830' has been reattached to 'City#4467' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:10:007STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:10:007STACK[Desync] 'PointOfInterest#685' has been reattached to 'City#8147' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:10:007STACKpointOfInterest.SwapDescriptor from AffinityMappingNecrophages to AffinityMappingVaulters

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:10:007STACK[Desync] 'PointOfInterest#504' has been reattached to 'City#5373' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:10:007STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:10:007STACK[Desync] 'PointOfInterest#125' has been reattached to 'City#7798' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:12:482STACK[Net] Transition is synced.

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

15:13:12:522STACKGameServerState_Turn_Begin.

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

15:13:14:382STACKGameServerState_Turn_AI.

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

15:13:14:383STACKChanging ai state of empire (index: 5, from: 'Dead', to: 'EmpireControlledByAI').

GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:14:383STACKAIMaster AIPlayer: Empire 5 change its state from Dead to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:17:682STACKCan't find resource location 'Production' (reference location: City#2616).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:13:18:401STACKCan't find resource location 'Production' (reference location: City#5271).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:13:18:401STACKCan't find resource location 'Production' (reference location: City#3984).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:13:18:424STACKAIMaster AIPlayer: Empire 5 change its state from EmpireControlledByAI to Dead.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:13:18:642STACKCan't find resource location 'Production' (reference location: City#5604).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:13:18:642STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:13:18:642STACKCan't find resource location 'Production' (reference location: City#1983).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:13:18:642STACKCan't find resource location 'Production' (reference location: City#4506).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:13:18:642STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:13:18:643STACKCan't find resource location 'Production' (reference location: City#5373).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:13:18:643STACKCan't find resource location 'Production' (reference location: City#2559).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:13:19:390STACKGameServerState_Turn_Main.

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

15:13:19:967STACKGameClientState_Turn_Begin.

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

15:13:19:967STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 2.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:20:078STACKGameClientState_Turn_Main.

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

15:13:20:216STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00003CCC, empire: 10, guid: 8390, level: 2

DepartmentOfDefense+c__Iterator1BF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:22:872STACKBefore 7798 to 0: 1er Weyr Griffe (7790) at -1 Grodej (7022) at 0 1er Weyr Croc (7248) at 1 Taldreen (7798) at 2

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:22:872STACKAfter: 1er Weyr Griffe (7790) at -1 Grodej (7022) at 1 1er Weyr Croc (7248) at 2 Taldreen (7798) at 0

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:23:597STACKGotoAndAttack Preprocessor. Attacker=8017, Defender=6751.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:23:597STACKGotoAndAttack Preprocessor. Attacker=8271, Defender=7734.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:23:648STACKArmyGoToAndAttackInstruction: lock target 7734.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:23:648STACKArmyGoToAndAttackInstruction: lock target 6751.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:24:332STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:24:332STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:25:261STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury12').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:25:261STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury12').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:25:684STACKArmyGoToAndAttackInstruction: Attack target: 6751

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:25:685STACKArmyGoToAndAttackInstruction: Unlock target 6751.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:25:831STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury7').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:25:831STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury7').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:25:940STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:26:245STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:26:245STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:26:671STACKArmyGoToAndAttackInstruction: Attack target: 7734

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:26:671STACKArmyGoToAndAttackInstruction: Unlock target 7734.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:26:828STACKBefore 8270 to 0: 1er Légion Palladian (8271) at -1 1er Légion Cuivre (8270) at 1 Yerian (3150) at 2

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:26:829STACKAfter: 1er Légion Palladian (8271) at -1 1er Légion Cuivre (8270) at 0 Yerian (3150) at 3

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:26:829STACKBefore 3150 to 1: 1er Légion Palladian (8271) at -1 1er Légion Cuivre (8270) at 0 Yerian (3150) at 3

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:26:829STACKAfter: 1er Légion Palladian (8271) at -1 1er Légion Cuivre (8270) at 0 Yerian (3150) at 1

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:26:871STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury9').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:26:871STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury9').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:27:250STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:27:250STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:27:250STACKGotoAndAttack Preprocessor. Attacker=3655, Defender=922.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:27:289STACKArmyGoToAndAttackInstruction: lock target 922.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:27:374STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:27:374STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:27:991STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:27:991STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:29:036STACKPreprocessor failed because the tile (54,114) is not stopable for army 8174.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:30:534STACKArmyGoToAndAttackInstruction: Unlock target 922.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:32:433STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:32:433STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:32:433STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:34:905STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:36:161STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #8, context: 'Fortress#922'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo)
GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5E4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:37:505STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:37:505STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:39:656STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:39:656STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:45:778STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:45:778STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:46:072STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #7, context: 'City#6504'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapCityOwner(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:47:512STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:49:095STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:13:49:095STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:15:12:194STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

15:18:39:752STACKSteamClientCallbacks_SteamServersDisconnected

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

15:18:52:985STACKSteamClientCallbacks_SteamServerConnectFailure

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

15:19:09:518STACKSteamClientCallbacks_SteamServerConnectFailure

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

15:19:42:250STACKSteamClientCallbacks_SteamServerConnectFailure

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

15:21:09:565STACKSteamClientCallbacks_SteamServerConnectFailure

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

15:21:43:749STACKSteamClientCallbacks_SteamServerConnectFailure

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

15:22:35:011STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator611:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:35:012STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:35:012STACK[Desync] 'PointOfInterest#831' has been reattached to 'City#4467' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:35:012STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMezari

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:35:012STACK[Desync] 'PointOfInterest#432' has been reattached to 'City#6652' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:35:012STACKSteamClientCallbacks_SteamServerConnectFailure

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

15:22:37:804STACKSteamClientCallbacks_SteamServerConnectFailure

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

15:22:37:819STACK[Net] Transition is synced.

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

15:22:37:853STACKGameServerState_Turn_Begin.

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

15:22:39:596STACKGameServerState_Turn_AI.

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

15:22:39:596STACKChanging ai state of empire (index: 5, from: 'Dead', to: 'EmpireControlledByAI').

GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:39:596STACKAIMaster AIPlayer: Empire 5 change its state from Dead to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:42:747STACKCan't find resource location 'Production' (reference location: City#2616).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:22:43:436STACKCan't find resource location 'Production' (reference location: City#5271).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:22:43:436STACKCan't find resource location 'Production' (reference location: City#3984).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:22:43:436STACKAIMaster AIPlayer: Empire 5 change its state from EmpireControlledByAI to Dead.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:22:43:650STACKCan't find resource location 'Production' (reference location: City#5604).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:22:43:650STACKCan't find resource location 'Production' (reference location: City#4506).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:22:43:650STACKCan't find resource location 'Production' (reference location: City#1983).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:22:43:650STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:22:43:651STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:22:43:651STACKCan't find resource location 'Production' (reference location: City#5373).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:22:43:651STACKCan't find resource location 'Production' (reference location: City#2559).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:22:43:905STACKSteamClientCallbacks_SteamServerConnectFailure

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

15:22:44:080STACKCan't find resource location 'Production' (reference location: City#6504).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:22:44:111STACKGameServerState_Turn_Main.

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

15:22:44:700STACKGameClientState_Turn_Begin.

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

15:22:44:701STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 3.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:44:801STACKGameClientState_Turn_Main.

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

15:22:45:448STACKRegister new contract DiplomaticContract 8449 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 3 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator5D9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:45:482STACKContract 8449 pass from state Negotiation to state Proposed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:45:482STACKContract 8449 pass from state Proposed to state Refused.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:47:278STACKGotoAndAttack Preprocessor. Attacker=7845, Defender=3655.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:47:296STACKArmyGoToAndAttackInstruction: lock target 3655.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:47:536STACKGotoAndAttack Preprocessor. Attacker=7248, Defender=4113.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:47:570STACKArmyGoToAndAttackInstruction: lock target 4113.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:47:976STACKGotoAndAttack Preprocessor. Attacker=8017, Defender=6751.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:48:023STACKArmyGoToAndAttackInstruction: lock target 6751.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:48:334STACKArmyGoToAndAttackInstruction: Unlock target 3655.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:48:334STACKGotoAndAttack Preprocessor. Attacker=8272, Defender=7853.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:48:334STACKOrder preprocessing failed because the defender is moving. Attacker=8272, Defender=7853.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:48:360STACKBefore 8270 to 0: 1er Légion Palladian (8271) at -1 1er Légion Cuivre (8270) at 1 Yerian (3150) at 2

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:48:360STACKAfter: 1er Légion Palladian (8271) at -1 1er Légion Cuivre (8270) at 0 Yerian (3150) at 3

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:48:360STACKBefore 3150 to 1: 1er Légion Palladian (8271) at -1 1er Légion Cuivre (8270) at 0 Yerian (3150) at 3

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:48:360STACKAfter: 1er Légion Palladian (8271) at -1 1er Légion Cuivre (8270) at 0 Yerian (3150) at 1

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:48:692STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
AICommanderMission:TryGetArmyData()
AICommanderMissionWithRequestArmy:TryGetArmyData()
AICommanderMission:Initializing()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:49:036STACKArmyGoToAndAttackInstruction: Attack target: 6751

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:49:036STACKArmyGoToAndAttackInstruction: Unlock target 6751.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:49:229STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:49:229STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:49:574STACKArmyGoToAndAttackInstruction: Attack target: 4113

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:49:574STACKArmyGoToAndAttackInstruction: Unlock target 4113.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:52:086STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:52:086STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:53:122STACKPreprocessor failed because the tile (73,82) is not passable for army 4008.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:53:122STACKPreprocessor failed because the tile (73,82) is not stopable for army 4008.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:53:384STACKGotoAndAttack Preprocessor. Attacker=7845, Defender=3655.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:54:899STACKPreprocessor failed because the tile (32,20) is not stopable for army 6641.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:56:274STACKGotoAndAttack Preprocessor. Attacker=8017, Defender=8015.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:56:291STACKArmyGoToAndAttackInstruction: lock target 8015.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:57:104STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:57:104STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:58:301STACKArmyGoToAndAttackInstruction: Attack target: 8015

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:58:301STACKArmyGoToAndAttackInstruction: Unlock target 8015.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:58:301STACKNot enough action points.

DepartmentOfDefense:AttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:59:403STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:22:59:403STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:23:01:750STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:23:01:750STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:23:02:969STACKBefore 3150 to 1: 1er Légion Cuivre (8270) at -1 Yerian (3150) at 0 1er Légion Palladian (8271) at 0

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:23:02:969STACKAfter: 1er Légion Cuivre (8270) at -1 Yerian (3150) at 1 1er Légion Palladian (8271) at 0

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:23:03:890STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:23:03:890STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:23:03:890STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:23:03:890STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:23:05:516STACKSteamClientCallbacks_SteamServerConnectFailure

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

15:23:09:147STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:23:09:785STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:23:09:785STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:23:11:590STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:23:12:445STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:23:13:096STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:23:13:097STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:23:15:911STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:23:19:207STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:23:22:484STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:23:25:383STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:23:28:293STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:23:31:244STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:23:34:229STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:23:37:194STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:23:40:111STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:23:43:060STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:23:45:760STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:23:48:278STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:23:50:793STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:23:53:326STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:23:55:876STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:23:58:412STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:24:00:943STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:24:03:460STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:24:05:993STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:24:08:559STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:24:11:076STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:24:13:625STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:24:16:152STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:24:18:631STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:24:21:177STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:24:23:693STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:24:26:227STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:24:26:361STACKSteamClientCallbacks_SteamServerConnectFailure

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

15:24:28:759STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:24:31:259STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:24:33:810STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:24:36:292STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:24:38:867STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:24:41:331STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:24:43:843STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:24:45:329STACKPreprocessor failed because the tile (28,5) is not stopable for army 8479.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:24:46:425STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:24:49:059STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:24:51:642STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:24:54:215STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:24:56:725STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:24:59:416STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:25:00:627STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
NotificationPanelEncounterSetup+c__Iterator38C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

15:25:01:978STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:25:04:512STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:25:07:066STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:25:09:649STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:25:12:263STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:25:14:880STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:25:17:468STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:25:20:065STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:25:22:600STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:25:25:166STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:25:27:762STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:25:30:399STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:25:32:999STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:25:35:890STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:25:36:417STACKSteamClientCallbacks_SteamServerConnectFailure

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

15:25:38:297STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:25:40:997STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:25:43:563STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:25:46:135STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:25:48:731STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:25:51:331STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:25:53:892STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:25:56:532STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:25:59:137STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:26:01:699STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:26:04:251STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:26:06:813STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:26:09:381STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:26:11:946STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:26:14:481STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:26:17:079STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:26:19:696STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:26:22:280STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:26:24:928STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:26:27:463STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:26:30:010STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:26:30:443STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #0, context: 'City#3897'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapCityOwner(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:27:02:654STACKEmpty default class.... ConstructibleTooltipData

PanelFeatureEffects_DescriptorProvider+c__Iterator3F0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator74:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator6F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

15:27:09:790STACKThe construction 7968 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator18D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:28:05:738STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

15:28:27:596STACKPreprocessor failed because the tile (43,0) is not stopable for army 8486.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:29:16:477STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury11').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:29:16:477STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury11').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:29:20:860STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:29:20:860STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:29:25:159STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury14').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:29:25:160STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury14').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:31:15:447STACKSteamClientCallbacks_SteamServerConnectFailure

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

15:36:22:842STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

GameServerState_Turn_Finished+c__Iterator24E:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:22:842STACKTimeout: Tickables NeedTick: NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,,,,,,,,,,,,,,,,,,,,AICommanderMission_BesiegeCityDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,NavyFortress,,,,,,,,,,,,,,,,,,,,,,

GameServerState_Turn_Finished+c__Iterator24E:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:24:704STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator611:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:24:704STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingSeaDemons

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:24:704STACK[Desync] 'PointOfInterest#800' has been reattached to 'City#3427' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:24:704STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingSeaDemons

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:24:704STACK[Desync] 'PointOfInterest#824' has been reattached to 'City#2906' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:24:704STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:24:704STACK[Desync] 'PointOfInterest#720' has been reattached to 'City#2559' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:24:704STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:24:704STACK[Desync] 'PointOfInterest#757' has been reattached to 'City#5373' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:24:704STACKSteamClientCallbacks_SteamServerConnectFailure

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

15:36:25:268STACKSteamClientCallbacks_SteamServerConnectFailure

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

15:36:27:289STACK[Net] Transition is synced.

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

15:36:27:322STACKGameServerState_Turn_Begin.

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

15:36:29:125STACKGameServerState_Turn_AI.

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

15:36:29:125STACKChanging ai state of empire (index: 5, from: 'Dead', to: 'EmpireControlledByAI').

GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:29:125STACKAIMaster AIPlayer: Empire 5 change its state from Dead to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:30:426STACKSteamClientCallbacks_SteamServerConnectFailure

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

15:36:32:325STACKCan't find resource location 'Production' (reference location: City#2616).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:36:33:029STACKCan't find resource location 'Production' (reference location: City#3984).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:36:33:029STACKAIMaster AIPlayer: Empire 5 change its state from EmpireControlledByAI to Dead.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:36:33:262STACKCan't find resource location 'Production' (reference location: City#5604).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:36:33:262STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:36:33:262STACKCan't find resource location 'Production' (reference location: City#1983).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:36:33:262STACKCan't find resource location 'Production' (reference location: City#4506).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:36:33:262STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:36:33:262STACKCan't find resource location 'Production' (reference location: City#5373).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:36:33:263STACKCan't find resource location 'Production' (reference location: City#2559).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:36:33:675STACKCan't find resource location 'Production' (reference location: City#6504).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:36:33:724STACKGameServerState_Turn_Main.

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

15:36:34:365STACKGameClientState_Turn_Begin.

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

15:36:34:365STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 4.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:34:465STACKGameClientState_Turn_Main.

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

15:36:34:465STACKUpdateArmyObjective.Initialize

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClient+c__Iterator60A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:34:610STACKOrder preprocessing failed because destination garrison 924 is full.

DepartmentOfDefense:SpawnUnitPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:35:162STACKRegister new contract DiplomaticContract 8511 EmpireWhichInitiated: Empire 4 EmpireWhichProposes: Empire 4 EmpireWhichReceives: Empire 7 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator5D9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:35:162STACKContract 8511 pass from state Negotiation to state Proposed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:35:191STACKContract 8511 pass from state Proposed to state Refused.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:36:693STACKGotoAndAttack Preprocessor. Attacker=7539, Defender=6274.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:36:693STACKOrder preprocessing failed because the defender is moving. Attacker=7539, Defender=6274.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:37:325STACKGotoAndAttack Preprocessor. Attacker=8017, Defender=8015.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:37:348STACKArmyGoToAndAttackInstruction: lock target 8015.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:38:402STACKArmyGoToAndAttackInstruction: Attack target: 8015

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:38:402STACKArmyGoToAndAttackInstruction: Unlock target 8015.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:38:445STACKPreprocessor failed because the tile (36,16) is not stopable for army 6641.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:38:679STACKSteamClientCallbacks_SteamServerConnectFailure

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

15:36:38:772STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:40:866STACKPreprocessor failed because the tile (42,9) is not stopable for army 5982.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:41:485STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:41:485STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:41:485STACKEventBoosterActivated! (booster definition name: 'BoosterCadavers').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:41:485STACKEventBoosterStarted! (booster definition name: 'BoosterCadavers').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:41:485STACKGotoAndAttack Preprocessor. Attacker=3655, Defender=4008.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:42:742STACKEventBoosterActivated! (booster definition name: 'BoosterFortify').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:42:742STACKEventBoosterStarted! (booster definition name: 'BoosterFortify').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:44:376STACKPreprocessor failed because the tile (37,14) is not stopable for army 7069.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:46:371STACKPreprocessor failed because the tile (38,14) is not stopable for army 6641.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:46:753STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:46:753STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:49:337STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:49:337STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:51:691STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:51:691STACKGotoAndAttack Preprocessor. Attacker=3655, Defender=4008.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:51:707STACKArmyGoToAndAttackInstruction: lock target 4008.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:52:714STACKArmyGoToAndAttackInstruction: Attack target: 4008

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:52:714STACKArmyGoToAndAttackInstruction: Unlock target 4008.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:53:744STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:53:744STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:54:299STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #7, context: 'City#5271'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapCityOwner(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:57:888STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury6').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:57:888STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury6').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:36:59:372STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:37:02:746STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:37:02:746STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:37:02:746STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:37:04:236STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:37:04:236STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:37:40:655STACKSteamClientCallbacks_SteamServerConnectFailure

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

15:37:41:704STACKPreprocessor failed because the tile (18,2) is not stopable for army 8535.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:37:47:499STACKPreprocessor failed because the tile (18,2) is not stopable for army 8536.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:38:25:890STACKPreprocessor failed because the tile (17,8) is not stopable for army 6310.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:38:36:770STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

15:38:41:487STACKSteamClientCallbacks_SteamServerConnectFailure

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

15:38:55:346STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:38:55:839STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:38:55:840STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
NotificationPanelEncounterSetup+c__Iterator38C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

15:38:55:879STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:38:56:140STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:38:56:340STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:38:56:623STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:39:00:605STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:39:02:355STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:39:06:205STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:39:06:205STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:39:08:338STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:39:08:405STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:39:10:905STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:39:13:589STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:39:15:005STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:39:15:739STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:40:01:226STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:40:02:294STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:40:03:589STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:40:04:523STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:40:06:639STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:40:07:473STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:40:08:344STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:40:10:709STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:40:24:088STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:40:27:225STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:41:11:705STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:41:13:104STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:41:14:404STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:41:16:637STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:41:17:739STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:41:20:704STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:41:22:721STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:41:23:571STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:41:25:770STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:41:26:591STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:41:40:335STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:41:40:636STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:41:40:667STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:41:40:837STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:41:40:868STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

15:41:41:061STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #2, context: 'Fortress#928'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo)
GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5E4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:41:59:567STACKSteamClientCallbacks_SteamServerConnectFailure

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

15:42:39:578STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
NotificationPanelEncounterSetup+c__Iterator38C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

15:46:51:315STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #2, context: 'City#3897'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapCityOwner(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:48:21:522STACKSteamClientCallbacks_SteamServerConnectFailure

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

15:48:47:761STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

GameServerState_Turn_Finished+c__Iterator24E:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:48:47:761STACKTimeout: Tickables NeedTick: NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_BesiegeCityDefault,,,,,,,,,,,,NavyFortress,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_SiegeBreaker,,,,,,,,,,,,

GameServerState_Turn_Finished+c__Iterator24E:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:48:49:388STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator611:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:48:49:388STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:48:49:388STACK[Desync] 'PointOfInterest#686' has been reattached to 'City#8147' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:48:49:389STACKSteamClientCallbacks_SteamServerConnectFailure

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

15:48:50:234STACKSteamClientCallbacks_SteamServerConnectFailure

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

15:48:52:006STACK[Net] Transition is synced.

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

15:48:52:044STACKGameServerState_Turn_Begin.

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

15:48:53:917STACKGameServerState_Turn_AI.

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

15:48:53:917STACKChanging ai state of empire (index: 5, from: 'Dead', to: 'EmpireControlledByAI').

GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:48:53:917STACKAIMaster AIPlayer: Empire 5 change its state from Dead to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:48:56:266STACKSteamClientCallbacks_SteamServerConnectFailure

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

15:48:57:367STACKCan't find resource location 'Production' (reference location: City#2616).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:48:58:452STACKCan't find resource location 'Production' (reference location: City#3984).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:48:58:452STACKAIMaster AIPlayer: Empire 5 change its state from EmpireControlledByAI to Dead.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:48:58:714STACKCan't find resource location 'Production' (reference location: City#5604).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:48:58:714STACKCan't find resource location 'Production' (reference location: City#4506).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:48:58:714STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:48:58:714STACKCan't find resource location 'Production' (reference location: City#1983).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:48:58:714STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:48:58:714STACKCan't find resource location 'Production' (reference location: City#5373).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:48:58:714STACKCan't find resource location 'Production' (reference location: City#2559).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:48:59:114STACKCan't find resource location 'Production' (reference location: City#5271).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:48:59:114STACKCan't find resource location 'Production' (reference location: City#6504).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

15:48:59:168STACKGameServerState_Turn_Main.

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

15:48:59:686STACKGameClientState_Turn_Begin.

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

15:48:59:686STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 1.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:48:59:833STACKGameClientState_Turn_Main.

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

15:48:59:833STACK[Quest] Removing quest world effect: QuestWorldEffect#0006

QuestManager:IQuestManagementService.ApplyQuestWorldEffect(System.Reflection.ParameterInfo)
GameClient+c__Iterator5F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:00:344STACKRegister new contract DiplomaticContract 8563 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 1 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator5D9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:00:370STACKContract 8563 pass from state Negotiation to state Signed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:00:597STACKGotoAndAttack Preprocessor. Attacker=7115, Defender=3655.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:00:598STACKOrder preprocessing failed because the defender is moving. Attacker=7115, Defender=3655.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:03:204STACKSteamClientCallbacks_SteamServerConnectFailure

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

15:49:03:504STACKPreprocessor failed because the tile (27,83) is not stopable for army 8548.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:03:577STACKLOCKING: AICommanderMission_DefenseRoaming tries to recruit Army assigned to AICommanderMission_BesiegeCityDefault

AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
AICommanderMission:TryGetArmyData()
AICommanderMissionWithRequestArmy:TryGetArmyData()
AICommanderMission:Initializing()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:03:577STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_Pacification=7604 for GenericCommander Priority 0.3315837

AICommanderMission_RegroupArmyAt:TryGetArmyData()
AICommanderMission:Initializing()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:03:577STACKLOCKING: AICommanderMission_DefenseRoaming tries to recruit Army assigned to AICommanderMission_BesiegeCityDefault

AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
AICommanderMission:TryGetArmyData()
AICommanderMissionWithRequestArmy:TryGetArmyData()
AICommanderMission:Initializing()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:03:780STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:03:780STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:03:780STACKEventBoosterActivated! (booster definition name: 'BoosterCadavers').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:03:781STACKEventBoosterStarted! (booster definition name: 'BoosterCadavers').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:05:728STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_ColossusArmySupport:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:05:981STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #3, context: 'City#3150'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapCityOwner(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:06:645STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:06:645STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:08:530STACKBefore 8514 to 1: 1er Weyr Griffe (8564) at -1 Sulin (2991) at 0 1er Weyr Os (8514) at 0

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:08:530STACKAfter: 1er Weyr Griffe (8564) at -1 Sulin (2991) at 0 1er Weyr Os (8514) at 1

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:08:865STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:09:503STACKGotoAndAttack Preprocessor. Attacker=7115, Defender=3655.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:10:284STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #4, context: 'City#2991'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapCityOwner(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:12:018STACKSynchronous job SynchronousJob_ExecuteNeeds failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:12:018STACKSynchronous job SynchronousJob_AssignPopulation failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:12:018STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:12:018STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:14:337STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:16:532STACKSynchronous job SynchronousJob_ExecuteNeeds failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:16:532STACKSynchronous job SynchronousJob_AssignPopulation failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:16:532STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:18:293STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:18:293STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:18:293STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:23:720STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:23:720STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:23:720STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury5').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:23:720STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury5').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:23:901STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury9').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:23:901STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury9').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:26:582STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:26:582STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:26:582STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:49:34:243STACKSteamClientCallbacks_SteamServerConnectFailure

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

15:50:33:177STACKSteamClientCallbacks_SteamServerConnectFailure

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

15:54:36:924STACKPreprocessor failed because the tile (43,0) is not stopable for army 8587.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:55:41:662STACKGotoAndAttack Preprocessor. Attacker=6310, Defender=8269.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:55:41:694STACKArmyGoToAndAttackInstruction: lock target 8269.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:55:46:919STACKPreprocessor failed because the tile (22,10) is not passable for army 6310.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:55:46:919STACKPreprocessor failed because the tile (22,10) is not stopable for army 6310.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:55:46:919STACKArmyGoToAndAttackInstruction: Attack target: 8269

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:55:46:919STACKArmyGoToAndAttackInstruction: Unlock target 8269.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

15:56:29:095STACKSteamClientCallbacks_SteamServerConnectFailure

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

15:56:46:292STACKEmpty default class.... ConstructibleTooltipData

PanelFeatureEffects_DescriptorProvider+c__Iterator3F0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator74:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator6F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

15:59:10:989STACKSteamClientCallbacks_SteamServerConnectFailure

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

16:03:57:115STACKSteamClientCallbacks_SteamServerConnectFailure

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

16:12:30:302STACKSteamClientCallbacks_SteamServerConnectFailure

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

16:25:38:133STACKSteamClientCallbacks_SteamServerConnectFailure

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

16:34:02:187STACKSteamClientCallbacks_SteamServerConnectFailure

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

16:40:10:095STACKSteamClientCallbacks_SteamServerConnectFailure

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

16:52:03:026STACKSteamClientCallbacks_SteamServerConnectFailure

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

17:14:26:975STACKSteamClientCallbacks_SteamServerConnectFailure

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

17:24:33:959STACKSteamClientCallbacks_SteamServerConnectFailure

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

17:42:28:966STACKSteamClientCallbacks_SteamServerConnectFailure

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

18:04:54:914STACKSteamClientCallbacks_SteamServerConnectFailure

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

18:21:03:839STACKSteamClientCallbacks_SteamServerConnectFailure

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

18:40:42:792STACKSteamClientCallbacks_SteamServerConnectFailure

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

18:59:28:988STACKSteamClientCallbacks_SteamServersConnected

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

21:08:35:431STACKNot enough action points.

DepartmentOfDefense:AttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:08:37:293STACKNot enough action points.

DepartmentOfDefense:AttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:08:44:422STACKGotoAndAttack Preprocessor. Attacker=7474, Defender=8494.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:08:44:448STACKArmyGoToAndAttackInstruction: lock target 8494.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:08:45:454STACKPreprocessor failed because the tile (49,2) is not passable for army 7474.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:08:45:455STACKPreprocessor failed because the tile (49,2) is not stopable for army 7474.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:08:45:455STACKArmyGoToAndAttackInstruction: Attack target: 8494

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:08:45:455STACKArmyGoToAndAttackInstruction: Unlock target 8494.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:09:05:432STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

21:09:50:119STACKThe construction 8428 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator18D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:10:14:431STACKEmpty default class.... ConstructibleTooltipData

PanelFeatureEffects_DescriptorProvider+c__Iterator3F0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator74:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator6F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:19:21:184STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

GameServerState_Turn_Finished+c__Iterator24E:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:21:184STACKTimeout: Tickables NeedTick: NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,NavyFortress,,,,AICommanderMission_ColossusArmySupport,,,,,,,,,,AICommanderMission_SiegeBreaker,,,,,,,,,,,,,,,,,,,,

GameServerState_Turn_Finished+c__Iterator24E:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:22:801STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator611:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:25:080STACK[Net] Transition is synced.

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

21:19:25:119STACKGameServerState_Turn_Begin.

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

21:19:26:942STACKGameServerState_Turn_AI.

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

21:19:26:942STACKChanging ai state of empire (index: 5, from: 'Dead', to: 'EmpireControlledByAI').

GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:26:942STACKAIMaster AIPlayer: Empire 5 change its state from Dead to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:30:204STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:19:30:204STACKCan't find resource location 'Production' (reference location: City#2616).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:19:30:944STACKCan't find resource location 'Production' (reference location: City#2991).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:19:30:944STACKCan't find resource location 'Production' (reference location: City#3984).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:19:30:944STACKAIMaster AIPlayer: Empire 5 change its state from EmpireControlledByAI to Dead.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:19:31:218STACKCan't find resource location 'Production' (reference location: City#5604).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:19:31:219STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:19:31:219STACKCan't find resource location 'Production' (reference location: City#1983).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:19:31:219STACKCan't find resource location 'Production' (reference location: City#4506).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:19:31:219STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:19:31:219STACKCan't find resource location 'Production' (reference location: City#5373).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:19:31:219STACKCan't find resource location 'Production' (reference location: City#2559).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:19:31:637STACKCan't find resource location 'Production' (reference location: City#5271).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:19:31:637STACKCan't find resource location 'Production' (reference location: City#6504).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:19:31:668STACKGameServerState_Turn_Main.

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

21:19:32:193STACKGameClientState_Turn_Begin.

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

21:19:32:193STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 2.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:32:253STACKGameClientState_Turn_Main.

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

21:19:32:517STACKGotoAndAttack Preprocessor. Attacker=3655, Defender=8307.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:32:763STACKRegister new contract DiplomaticContract 8612 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 1 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator5D9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:32:763STACKContract 8612 pass from state Negotiation to state Proposed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:32:791STACKContract 8612 pass from state Proposed to state Refused.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:34:542STACKPreprocessor failed because the transition between (77,81) and (75,82) is impossible for army 3655.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:35:088STACKPreprocessor failed because the tile (55,115) is not stopable for army 8174.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:35:628STACKGotoAndAttack Preprocessor. Attacker=8269, Defender=6310.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:35:663STACKArmyGoToAndAttackInstruction: lock target 6310.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:36:223STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:36:223STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:36:394STACKPreprocessor failed because the tile (22,79) is not stopable for army 8547.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:36:666STACKArmyGoToAndAttackInstruction: Attack target: 6310

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:36:666STACKArmyGoToAndAttackInstruction: Unlock target 6310.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:38:323STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_MoveEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:38:323STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_DestinationReached:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:38:323STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action_GeneratePath:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:38:323STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action_GeneratePath:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:39:085STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:39:085STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:39:085STACKThe construction 8566 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator18D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:39:085STACKGotoAndAttack Preprocessor. Attacker=3655, Defender=8307.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:39:137STACKArmyGoToAndAttackInstruction: lock target 8307.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:39:137STACKPreprocessor failed because the transition between (77,81) and (75,82) is impossible for army 3655.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:39:137STACKArmyGoToAndAttackInstruction: Unlock target 8307.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:39:168STACKThe relative position '(1,-2)' is not valid.

BattleEncounter:FindReinforcementPoints(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleEncounter:Deploy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleEncounter:Join(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleEncounter:Join(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:JoinEncounterPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:39:168STACKThe relative position '(3,-2)' is not valid.

BattleEncounter:FindReinforcementPoints(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleEncounter:Deploy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleEncounter:Join(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleEncounter:Join(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:JoinEncounterPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:39:168STACKThe relative position '(2,-2)' is not valid.

BattleEncounter:FindReinforcementPoints(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleEncounter:Deploy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleEncounter:Join(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleEncounter:Join(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:JoinEncounterPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:43:489STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:43:695STACKGotoAndAttack Preprocessor. Attacker=8619, Defender=6954.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:43:723STACKArmyGoToAndAttackInstruction: lock target 6954.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:43:913STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:43:934STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:45:742STACKArmyGoToAndAttackInstruction: Attack target: 6954

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:45:742STACKArmyGoToAndAttackInstruction: Unlock target 6954.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:45:825STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_MoveEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:45:825STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action_GeneratePath:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:46:274STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:47:962STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:48:421STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:50:509STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:50:509STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:50:509STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:50:509STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:50:509STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:50:509STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:52:008STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:54:738STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:55:866STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:56:342STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:56:343STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:56:406STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury11').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:56:406STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury11').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:56:520STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:58:035STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:59:254STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:59:686STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:19:59:687STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:20:00:937STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:20:04:102STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:20:07:072STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:20:10:069STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:20:13:000STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:20:16:122STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:20:16:560STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
NotificationPanelEncounterSetup+c__Iterator38C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:20:19:235STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:20:22:170STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:20:25:184STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:20:28:271STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:20:31:305STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:20:33:875STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:20:36:470STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:20:39:061STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:20:41:426STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:20:42:769STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:20:44:086STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:20:45:421STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:20:46:722STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:20:48:027STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:20:49:336STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:20:50:612STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:20:51:922STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:20:53:202STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:20:54:536STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:20:55:822STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:20:57:103STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:20:58:376STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:20:59:653STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:00:936STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:02:270STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:03:543STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:04:876STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:06:186STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:07:460STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:08:796STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:10:101STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:11:437STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:12:685STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:13:970STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:15:303STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:16:635STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:17:919STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:19:253STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:20:558STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:21:871STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:23:202STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:24:536STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:25:835STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:27:144STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:28:476STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:29:804STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:31:109STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:32:423STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:33:737STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:35:052STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:36:336STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:37:639STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:38:924STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:40:236STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:41:540STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:42:810STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:44:135STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:45:403STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:46:719STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:47:993STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:49:301STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:50:635STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:51:970STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:53:270STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:54:570STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:55:871STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:57:154STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:58:470STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:21:59:807STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:01:151STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:02:504STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:03:829STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:05:165STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:06:513STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:07:784STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:09:092STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:10:432STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:11:699STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:13:036STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:14:323STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:15:638STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:16:936STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:18:254STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:19:563STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:20:886STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:22:221STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:23:519STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:24:817STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:26:123STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:27:377STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:28:684STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:29:977STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:31:291STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:32:559STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:33:901STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:35:145STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:36:485STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:37:762STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:39:057STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:40:366STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:41:672STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:42:983STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:44:302STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:45:569STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:47:000STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:48:341STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:49:638STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:50:919STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:52:186STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:53:527STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:54:819STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:56:091STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:57:344STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:22:58:649STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:23:27:586STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
NotificationPanelEncounterSetup+c__Iterator38C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:24:20:112STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:24:31:528STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:24:32:479STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:24:35:661STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:24:38:510STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:24:38:760STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:24:39:081STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #0, context: 'Fortress#928'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo)
GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5E4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:24:49:786STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:24:50:669STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
NotificationPanelEncounterSetup+c__Iterator38C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:24:59:043STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:25:55:011STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:25:58:678STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:25:59:528STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:26:43:408STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:26:44:247STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:26:46:510STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:26:47:363STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:26:49:442STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:26:50:676STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:26:56:860STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:26:57:748STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:27:00:565STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:27:03:459STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:27:05:333STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:27:52:058STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:27:56:244STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:27:57:210STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:27:58:958STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:27:59:763STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:28:57:623STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:28:58:463STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:29:00:632STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:29:01:595STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:29:04:710STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:29:05:526STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:29:07:695STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:29:08:508STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:29:17:208STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:29:55:205STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:29:56:062STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:29:58:305STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:29:59:113STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:30:04:102STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:30:05:571STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:30:07:628STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:30:22:078STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:30:27:803STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:30:28:577STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:30:33:492STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:30:33:574STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:30:47:752STACKPreprocessor failed because the tile (74,7) is not stopable for army 8427.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:30:50:831STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #2, context: 'Fortress#928'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo)
GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5E4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:31:18:935STACKGotoAndAttack Preprocessor. Attacker=7474, Defender=8494.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:31:18:959STACKArmyGoToAndAttackInstruction: lock target 8494.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:31:19:250STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

21:31:20:982STACKPreprocessor failed because the tile (52,4) is not passable for army 7474.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:31:20:982STACKPreprocessor failed because the tile (52,4) is not stopable for army 7474.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:31:20:982STACKArmyGoToAndAttackInstruction: Attack target: 8494

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:31:20:982STACKArmyGoToAndAttackInstruction: Unlock target 8494.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:31:24:199STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:31:24:418STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:31:24:418STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:31:24:651STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:31:24:867STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:31:25:049STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
NotificationPanelEncounterSetup+c__Iterator38C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:31:25:271STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:31:32:054STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:31:34:937STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:31:38:221STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:31:39:736STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:31:42:319STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:31:44:085STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:32:07:885STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:32:08:953STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:32:11:338STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:32:12:685STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:32:13:790STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:32:17:320STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:32:18:386STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:32:20:190STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:32:21:322STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:32:23:385STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:32:24:519STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:32:36:098STACKBattleEffect_CancelEffect cannot cancel BattleEffect_Submerge: no such effect is applied!

BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo)
BattleEffectController:OnRoundStart(System.Reflection.ParameterInfo)
BattleActionController:OnRoundStart()
BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleController+c__Iterator277:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:32:39:639STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:32:40:651STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:32:45:506STACKBattleHealthStatus.Removed ignored BattleEffectInitiativeDownPermanent

BattleHealthStatus:AddRemoveAlteration(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_UnitStatChange:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleEventBattleEffect:Execute()
WorldBattleUnit:EventUpdate()
WorldBattleUnit:Update()

21:32:46:949STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:32:48:051STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:32:51:833STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:32:52:071STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:32:52:149STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:32:52:334STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:32:52:350STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

21:36:55:252STACKPreprocessor failed because the tile (42,2) is not stopable for army 8657.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:22:465STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator611:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:22:465STACK[Net,Client] Dropped order OrderRemoveAffinityStrategicResource (GameClientState_Turn_End)

GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
PlayerController:PostOrder(System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorBE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:22:465STACK[Net,Client] Dropped order OrderRemoveAffinityStrategicResource (GameClientState_Turn_End)

GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
PlayerController:PostOrder(System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorBE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:25:291STACK[Net] Transition is synced.

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

21:37:25:328STACKGameServerState_Turn_Begin.

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

21:37:27:035STACKGameServerState_Turn_AI.

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

21:37:27:035STACKChanging ai state of empire (index: 5, from: 'Dead', to: 'EmpireControlledByAI').

GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:27:035STACKAIMaster AIPlayer: Empire 5 change its state from Dead to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:30:343STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:37:30:343STACKCan't find resource location 'Production' (reference location: City#2616).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:37:31:088STACKCan't find resource location 'Production' (reference location: City#2991).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:37:31:088STACKCan't find resource location 'Production' (reference location: City#3984).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:37:31:088STACKAIMaster AIPlayer: Empire 5 change its state from EmpireControlledByAI to Dead.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:37:31:343STACKCan't find resource location 'Production' (reference location: City#5604).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:37:31:343STACKCan't find resource location 'Production' (reference location: City#4506).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:37:31:343STACKCan't find resource location 'Production' (reference location: City#1983).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:37:31:343STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:37:31:343STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:37:31:343STACKCan't find resource location 'Production' (reference location: City#5373).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:37:31:343STACKCan't find resource location 'Production' (reference location: City#2559).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:37:32:022STACKCan't find resource location 'Production' (reference location: City#5271).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:37:32:022STACKCan't find resource location 'Production' (reference location: City#6504).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:37:32:054STACKGameServerState_Turn_Main.

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

21:37:32:587STACKGameClientState_Turn_Begin.

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

21:37:32:587STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 3.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:32:645STACKGameClientState_Turn_Main.

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

21:37:36:863STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:36:863STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:36:863STACKEventBoosterActivated! (booster definition name: 'BoosterStrategic2').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:36:863STACKEventBoosterStarted! (booster definition name: 'BoosterStrategic2').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:39:536STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:39:536STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:39:536STACKThe construction 8622 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator18D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:43:919STACKGotoAndAttack Preprocessor. Attacker=5098, Defender=8485.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:43:937STACKArmyGoToAndAttackInstruction: lock target 8485.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:44:134STACKGotoAndAttack Preprocessor. Attacker=8272, Defender=7853.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:44:152STACKArmyGoToAndAttackInstruction: lock target 7853.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:44:552STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:44:552STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:44:946STACKArmyGoToAndAttackInstruction: Attack target: 8485

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:44:946STACKArmyGoToAndAttackInstruction: Unlock target 8485.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:46:408STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_MoveEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:46:408STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action_GeneratePath:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:46:847STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:48:965STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:49:165STACKArmyGoToAndAttackInstruction: Attack target: 7853

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:49:165STACKArmyGoToAndAttackInstruction: Unlock target 7853.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:50:630STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:51:081STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:51:081STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:51:081STACKEventBoosterActivated! (booster definition name: 'BoosterStrategic2').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:51:082STACKEventBoosterStarted! (booster definition name: 'BoosterStrategic2').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:52:709STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:55:222STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:56:642STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:57:070STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:57:070STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:57:222STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:58:480STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:37:59:196STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:38:00:812STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:38:00:812STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:38:00:812STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:38:00:812STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:38:02:055STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:38:05:455STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:38:08:387STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:38:11:162STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:38:12:839STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:38:13:015STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
NotificationPanelEncounterSetup+c__Iterator38C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:38:14:386STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:38:15:883STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:38:17:375STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:38:18:868STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:38:20:358STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:38:21:875STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:38:23:368STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:38:24:834STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:38:26:326STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:38:27:858STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:38:29:342STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:38:30:869STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:38:33:875STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:38:36:858STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:38:39:859STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:38:42:892STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:38:45:898STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:38:48:925STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:38:51:950STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:38:54:993STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:38:58:133STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:39:01:175STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:39:04:209STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:39:07:233STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:39:10:292STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:39:13:311STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:39:16:316STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:39:19:316STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:39:22:374STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:39:25:442STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:39:28:576STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:39:31:577STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:39:34:660STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:39:37:674STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:39:40:701STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:39:43:744STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:39:46:810STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:39:49:843STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:39:52:812STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:39:55:909STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:39:58:892STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:40:01:909STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:40:04:917STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:40:07:873STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:40:10:839STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:40:13:790STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:40:16:747STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:40:19:725STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:40:22:691STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:40:25:656STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:40:28:623STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:40:31:612STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:40:34:571STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:40:37:522STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:40:40:481STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:40:43:438STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:40:46:421STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:40:49:356STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:40:52:375STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:40:55:635STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:40:58:659STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:41:01:656STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:41:04:662STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:41:07:606STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:41:10:648STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:41:13:648STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:41:16:699STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:41:19:755STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:41:22:654STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:41:25:554STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:41:28:495STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:41:31:422STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:41:34:454STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:41:37:370STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:41:40:330STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:41:43:273STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:41:46:255STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:41:49:233STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:41:52:307STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:41:55:291STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:41:58:274STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:42:01:297STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:42:04:371STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:42:07:356STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:42:10:317STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:42:42:847STACKGoToAndExecutePreprocessor

DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:42:45:176STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #2, context: 'Fortress#929'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo)
GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5E4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:43:16:081STACKPreprocessor failed because the transition between (43,117) and (43,118) is impossible for army 8711.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:43:51:862STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

21:44:02:511STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
NotificationPanelEncounterSetup+c__Iterator38C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:46:03:847STACKThe construction 8654 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator18D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:47:01:859STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

21:49:06:095STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

GameServerState_Turn_Finished+c__Iterator24E:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:06:095STACKTimeout: Tickables NeedTick: NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,NavyFortress,,AICommanderMission_Garrison,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,,,,,,,,,,,,,,,,,

GameServerState_Turn_Finished+c__Iterator24E:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:07:906STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator611:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:07:907STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:07:907STACK[Desync] 'PointOfInterest#832' has been reattached to 'City#4467' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:07:907STACKpointOfInterest.SwapDescriptor from AffinityMappingDrakkens to AffinityMappingDrakkens

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:07:907STACK[Desync] 'PointOfInterest#442' has been reattached to 'City#7798' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:10:690STACK[Net] Transition is synced.

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

21:49:10:731STACKGameServerState_Turn_Begin.

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

21:49:12:594STACKGameServerState_Turn_AI.

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

21:49:12:594STACKChanging ai state of empire (index: 5, from: 'Dead', to: 'EmpireControlledByAI').

GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:12:594STACKAIMaster AIPlayer: Empire 5 change its state from Dead to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:16:111STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:49:16:111STACKCan't find resource location 'Production' (reference location: City#2616).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:49:16:887STACKCan't find resource location 'Production' (reference location: City#2991).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:49:16:887STACKCan't find resource location 'Production' (reference location: City#3984).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:49:16:887STACKAIMaster AIPlayer: Empire 5 change its state from EmpireControlledByAI to Dead.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:49:17:176STACKCan't find resource location 'Production' (reference location: City#5604).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:49:17:177STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:49:17:177STACKCan't find resource location 'Production' (reference location: City#1983).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:49:17:177STACKCan't find resource location 'Production' (reference location: City#4506).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:49:17:177STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:49:17:177STACKCan't find resource location 'Production' (reference location: City#5373).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:49:17:177STACKCan't find resource location 'Production' (reference location: City#2559).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:49:17:629STACKCan't find resource location 'Production' (reference location: City#5271).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:49:17:629STACKCan't find resource location 'Production' (reference location: City#6504).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:49:17:664STACKGameServerState_Turn_Main.

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

21:49:18:328STACKGameClientState_Turn_Begin.

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

21:49:18:328STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 4.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:18:405STACKGameClientState_Turn_Main.

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

21:49:18:406STACKUpdateArmyObjective.Initialize

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClient+c__Iterator60A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:20:443STACKGotoAndAttack Preprocessor. Attacker=7539, Defender=5256.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:20:443STACKOrder preprocessing failed because the defender is moving. Attacker=7539, Defender=5256.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:20:844STACKPreprocessor failed because the tile (9,56) is not passable for army 3721.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:20:845STACKPreprocessor failed because the tile (9,56) is not stopable for army 3721.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:21:091STACKGotoAndAttack Preprocessor. Attacker=6641, Defender=8485.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:21:121STACKArmyGoToAndAttackInstruction: lock target 8485.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:21:729STACKGotoAndAttack Preprocessor. Attacker=7401, Defender=8265.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:21:751STACKArmyGoToAndAttackInstruction: lock target 8265.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:22:379STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:22:379STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:22:379STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:22:379STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:22:989STACKPreprocessor failed because the tile (55,32) is not stopable for army 8724.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:23:764STACKPreprocessor failed because the tile (48,31) is not passable for army 7401.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:23:764STACKPreprocessor failed because the tile (48,31) is not stopable for army 7401.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:23:764STACKArmyGoToAndAttackInstruction: Attack target: 8265

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:23:764STACKArmyGoToAndAttackInstruction: Unlock target 8265.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:24:319STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_MoveEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_Pacification:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:24:319STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_Pacification:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:24:319STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action_GeneratePath:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_Pacification:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:24:973STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:24:973STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:24:973STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:24:973STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:25:128STACKArmyGoToAndAttackInstruction: Attack target: 8485

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:25:128STACKArmyGoToAndAttackInstruction: Unlock target 8485.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:26:485STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_MoveEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:26:485STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:26:485STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_DestinationReached:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:26:485STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action_GeneratePath:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:26:485STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetNextRoamingPositionAroundCity:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:29:674STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:29:674STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:31:768STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:33:845STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:35:915STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:35:915STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:37:821STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:39:490STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:41:098STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:41:171STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:41:171STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:41:282STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:44:262STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:44:262STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:44:262STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:44:262STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury7').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:44:262STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury7').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:49:45:743STACKUpdateArmyObjective.Initialize

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClient+c__Iterator60A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:51:03:944STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
NotificationPanelEncounterSetup+c__Iterator38C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:55:33:084STACKPreprocessor failed because the tile (40,5) is not stopable for army 8711.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:56:34:075STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

21:56:36:027STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

21:56:40:108STACKPreprocessor failed because the tile (60,111) is not stopable for army 8659.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:31:896STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator611:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:31:896STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:31:896STACK[Desync] 'PointOfInterest#764' has been reattached to 'City#4164' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:31:896STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMezari

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:31:896STACK[Desync] 'PointOfInterest#751' has been reattached to 'City#2991' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:34:999STACK[Net] Transition is synced.

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

21:57:35:044STACKGameServerState_Turn_Begin.

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

21:57:36:883STACKGameServerState_Turn_AI.

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

21:57:36:883STACKChanging ai state of empire (index: 5, from: 'Dead', to: 'EmpireControlledByAI').

GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:36:883STACKAIMaster AIPlayer: Empire 5 change its state from Dead to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:40:508STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:57:40:508STACKCan't find resource location 'Production' (reference location: City#2616).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:57:41:281STACKCan't find resource location 'Production' (reference location: City#2991).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:57:41:303STACKAIMaster AIPlayer: Empire 5 change its state from EmpireControlledByAI to Dead.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:57:41:570STACKCan't find resource location 'Production' (reference location: City#5604).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:57:41:571STACKCan't find resource location 'Production' (reference location: City#4506).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:57:41:571STACKCan't find resource location 'Production' (reference location: City#1983).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:57:41:571STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:57:41:571STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:57:41:571STACKCan't find resource location 'Production' (reference location: City#5373).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:57:41:571STACKCan't find resource location 'Production' (reference location: City#2559).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:57:42:016STACKCan't find resource location 'Production' (reference location: City#5271).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:57:42:016STACKCan't find resource location 'Production' (reference location: City#6504).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

21:57:42:053STACKGameServerState_Turn_Main.

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

21:57:42:600STACKGameClientState_Turn_Begin.

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

21:57:42:600STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 1.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:42:659STACKGameClientState_Turn_Main.

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

21:57:43:558STACKRegister new contract DiplomaticContract 8792 EmpireWhichInitiated: Empire 2 EmpireWhichProposes: Empire 2 EmpireWhichReceives: Empire 0 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator5D9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:43:559STACKRegister new contract DiplomaticContract 8793 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 0 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator5D9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:43:706STACKRegister new contract DiplomaticContract 8794 EmpireWhichInitiated: Empire 4 EmpireWhichProposes: Empire 4 EmpireWhichReceives: Empire 7 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator5D9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:43:706STACKContract 8792 pass from state Negotiation to state Proposed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:43:706STACKContract 8793 pass from state Negotiation to state Signed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:43:763STACKDiplomatic relation between empire 4 and empire 7: Remove ability AttackArmies

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:43:763STACKDiplomatic relation between empire 4 and empire 7: Remove ability AttackCities

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:43:763STACKDiplomatic relation between empire 4 and empire 7: Remove ability SiegeCities

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:43:763STACKDiplomatic relation between empire 4 and empire 7: Remove ability War

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:43:763STACKDiplomatic relation between empire 7 and empire 4: Remove ability AttackArmies

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:43:763STACKDiplomatic relation between empire 7 and empire 4: Remove ability AttackCities

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:43:763STACKDiplomatic relation between empire 7 and empire 4: Remove ability SiegeCities

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:43:763STACKDiplomatic relation between empire 7 and empire 4: Remove ability War

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:43:763STACKContract 8794 pass from state Negotiation to state Signed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:46:947STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_BesiegeCityDefault=7775 for GenericCommander Priority 0.5296859

AICommanderMission_RegroupArmyAt:TryGetArmyData()
AICommanderMission:Initializing()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:46:948STACKLOCKING: AICommanderMission_DefenseRoaming tries to recruit Army assigned to AICommanderMission_BesiegeCityDefault

AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
AICommanderMission:TryGetArmyData()
AICommanderMissionWithRequestArmy:TryGetArmyData()
AICommanderMission:Initializing()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:47:164STACKLOCKING: AICommanderMission_DefenseRoaming tries to recruit Army assigned to AICommanderMission_BesiegeCityDefault

AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
AICommanderMission:TryGetArmyData()
AICommanderMissionWithRequestArmy:TryGetArmyData()
AICommanderMission:Initializing()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:47:371STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:47:371STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:50:163STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:50:163STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:52:445STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #0, context: 'Fortress#929'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo)
GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5E4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:54:413STACKCannot besiege because the diplomatic relation doesn't authorize the siege.

DepartmentOfDefense:CanBesiegeCity(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense:ToggleSiegePreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:55:238STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:55:238STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:57:562STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:59:725STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #1, context: 'Fortress#922'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo)
GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5E4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:59:887STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:58:01:934STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:58:01:935STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:58:01:935STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury5').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:58:01:935STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury5').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:58:01:992STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:58:06:135STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:58:07:806STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:58:07:806STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:58:07:943STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:58:07:943STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:58:11:165STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:58:11:165STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:58:12:084STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.

Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo)
NotificationPanelDiplomaticInteraction+c__Iterator37D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiNotification:OnOpenChange()
Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiNotification:ReleaseEvent()
Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo)
NotificationPanelBase:OnDismissCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

21:58:28:330STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.

Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo)
NotificationPanelDiplomaticInteraction+c__Iterator37D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiNotification:OnOpenChange()
Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiNotification:ReleaseEvent()
Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo)
NotificationPanelBase:OnDismissCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

21:58:43:512STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

21:59:15:840STACKGoToAndExecutePreprocessor

DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

21:59:48:308STACKThe construction 8540 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator18D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:00:57:520STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

GameServerState_Turn_Finished+c__Iterator24E:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:00:57:520STACKTimeout: Tickables NeedTick: NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,AICommanderMission_ColossusArmySupport,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,NavyFortress,NavyFortress

GameServerState_Turn_Finished+c__Iterator24E:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:00:878STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator611:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:00:878STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:00:879STACK[Desync] 'PointOfInterest#765' has been reattached to 'City#4164' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:00:879STACKpointOfInterest.SwapDescriptor from AffinityMappingDrakkens to AffinityMappingDrakkens

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:00:879STACK[Desync] 'PointOfInterest#443' has been reattached to 'City#7798' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:03:563STACK[Net] Transition is synced.

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

22:01:03:633STACKGameServerState_Turn_Begin.

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

22:01:03:633STACKContract 8792 pass from state Proposed to state Refused.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:06:943STACKGameServerState_Turn_AI.

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

22:01:06:943STACKChanging ai state of empire (index: 5, from: 'Dead', to: 'EmpireControlledByAI').

GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:06:943STACKAIMaster AIPlayer: Empire 5 change its state from Dead to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:10:554STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:01:10:554STACKCan't find resource location 'Production' (reference location: City#2616).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:01:11:359STACKCan't find resource location 'Production' (reference location: City#2991).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:01:11:359STACKCan't find resource location 'Production' (reference location: City#3984).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:01:11:378STACKAIMaster AIPlayer: Empire 5 change its state from EmpireControlledByAI to Dead.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:01:11:674STACKCan't find resource location 'Production' (reference location: City#5604).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:01:11:674STACKCan't find resource location 'Production' (reference location: City#4506).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:01:11:674STACKCan't find resource location 'Production' (reference location: City#1983).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:01:11:674STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:01:11:674STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:01:11:674STACKCan't find resource location 'Production' (reference location: City#5373).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:01:11:674STACKCan't find resource location 'Production' (reference location: City#2559).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:01:12:368STACKCan't find resource location 'Production' (reference location: City#5271).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:01:12:368STACKCan't find resource location 'Production' (reference location: City#6504).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:01:12:397STACKGameServerState_Turn_Main.

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

22:01:12:980STACKGameClientState_Turn_Begin.

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

22:01:12:980STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 2.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:13:101STACKGameClientState_Turn_Main.

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

22:01:13:748STACKRegister new contract DiplomaticContract 8843 EmpireWhichInitiated: Empire 7 EmpireWhichProposes: Empire 7 EmpireWhichReceives: Empire 2 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator5D9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:13:748STACKContract 8843 pass from state Negotiation to state Signed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:14:950STACKGotoAndAttack Preprocessor. Attacker=7539, Defender=6274.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:14:950STACKOrder preprocessing failed because the defender is moving. Attacker=7539, Defender=6274.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:16:952STACKPreprocessor failed because the tile (40,17) is not stopable for army 8722.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:17:144STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:17:144STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:17:144STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:17:144STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:17:240STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury5').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:17:240STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury5').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:19:857STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:19:857STACKThe construction 8742 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator18D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:19:857STACKThe construction 8798 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator18D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:20:906STACKEventBoosterActivated! (booster definition name: 'BoosterFortify').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:20:906STACKEventBoosterStarted! (booster definition name: 'BoosterFortify').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:21:178STACKPreprocessor failed because the tile (56,115) is not stopable for army 8174.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:22:048STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #0, context: 'Fortress#928'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo)
GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5E4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:24:895STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:24:895STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:25:944STACKUpdateArmyObjective.Initialize

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:26:157STACKPreprocessor failed because the tile (56,116) is not stopable for army 8174.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:26:482STACKPreprocessor failed because the tile (49,44) is not stopable for army 6954.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:27:411STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:29:752STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:31:852STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:31:891STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:36:279STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:38:126STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:38:126STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:38:203STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:38:203STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:39:656STACKPreprocessor failed because the tile (42,76) is not stopable for army 6906.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:41:911STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:41:911STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:01:41:911STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:02:29:146STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

22:02:45:493STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:02:45:837STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:02:46:222STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:02:46:501STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:02:46:528STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:02:46:528STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
NotificationPanelEncounterSetup+c__Iterator38C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:02:47:219STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:02:52:690STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:02:53:989STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:02:56:455STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:03:14:610STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:03:15:639STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:03:17:388STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:03:18:312STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:03:21:104STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:03:22:054STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:03:24:171STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:03:36:824STACKBattleEffect_CancelEffect cannot cancel BattleEffect_Submerge: no such effect is applied!

BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo)
BattleEffectController:OnRoundStart(System.Reflection.ParameterInfo)
BattleActionController:OnRoundStart()
BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleController+c__Iterator277:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:03:39:586STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:03:40:706STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:03:44:354STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:03:44:402STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:03:44:568STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:03:44:601STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:03:44:601STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:03:44:637STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:06:31:356STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator611:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:31:356STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:31:356STACK[Desync] 'PointOfInterest#758' has been reattached to 'City#5373' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:34:128STACK[Net] Transition is synced.

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

22:06:34:173STACKGameServerState_Turn_Begin.

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

22:06:34:173STACKAn enumerator was already registered for keyword '$SelectedRegionLocations'.

Amplitude.Query.Engine:RegisterEnumerable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Query.Engine:RegisterTemporaryEnumerable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:34:173STACK[Quest] Adding global quest variable: $Global_ArmyID = 8901 for empire 0

QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action_SpawnArmy:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:34:174STACKUpdateArmyObjective.Initialize

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:36:189STACKGameServerState_Turn_AI.

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

22:06:36:189STACKChanging ai state of empire (index: 5, from: 'Dead', to: 'EmpireControlledByAI').

GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:36:189STACKAIMaster AIPlayer: Empire 5 change its state from Dead to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:39:949STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:06:39:949STACKCan't find resource location 'Production' (reference location: City#2616).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:06:40:694STACKCan't find resource location 'Production' (reference location: City#2991).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:06:40:694STACKCan't find resource location 'Production' (reference location: City#3984).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:06:40:695STACKAIMaster AIPlayer: Empire 5 change its state from EmpireControlledByAI to Dead.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:06:41:028STACKCan't find resource location 'Production' (reference location: City#5604).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:06:41:028STACKCan't find resource location 'Production' (reference location: City#4506).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:06:41:028STACKCan't find resource location 'Production' (reference location: City#1983).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:06:41:028STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:06:41:028STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:06:41:028STACKCan't find resource location 'Production' (reference location: City#5373).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:06:41:029STACKCan't find resource location 'Production' (reference location: City#2559).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:06:41:522STACKCan't find resource location 'Production' (reference location: City#5271).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:06:41:554STACKGameServerState_Turn_Main.

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

22:06:42:283STACKGameClientState_Turn_Begin.

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

22:06:42:283STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 3.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:42:350STACKGameClientState_Turn_Main.

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

22:06:42:874STACKRegister new contract DiplomaticContract 8904 EmpireWhichInitiated: Empire 2 EmpireWhichProposes: Empire 2 EmpireWhichReceives: Empire 7 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator5D9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:42:875STACKRegister new contract DiplomaticContract 8905 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 1 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator5D9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:42:967STACKContract 8904 pass from state Negotiation to state Signed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:42:967STACKContract 8905 pass from state Negotiation to state Proposed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:42:967STACKContract 8905 pass from state Proposed to state Refused.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:43:054STACKRegister new contract DiplomaticContract 8906 EmpireWhichInitiated: Empire 7 EmpireWhichProposes: Empire 7 EmpireWhichReceives: Empire 4 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator5D9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:43:054STACKContract 8906 pass from state Negotiation to state Signed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:45:153STACKGotoAndAttack Preprocessor. Attacker=8669, Defender=8390.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:45:153STACKOrder preprocessing failed because the defender is moving. Attacker=8669, Defender=8390.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:45:153STACKGotoAndAttack Preprocessor. Attacker=5417, Defender=8485.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:45:213STACKArmyGoToAndAttackInstruction: lock target 8485.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:45:617STACKGotoAndAttack Preprocessor. Attacker=8796, Defender=5886.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:45:650STACKArmyGoToAndAttackInstruction: lock target 5886.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:46:306STACKArmyGoToAndAttackInstruction: Attack target: 8485

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:46:306STACKArmyGoToAndAttackInstruction: Unlock target 8485.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:46:834STACKArmyGoToAndAttackInstruction: Attack target: 5886

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:46:834STACKArmyGoToAndAttackInstruction: Unlock target 5886.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:46:870STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:47:412STACKAmplitude.Diagnostics+LogMessage

AgeMesh:EndBuilding()
AgeMeshBuilder:EndMesh()
AgeMeshBuilder:CheckMaterialSwitch(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgePrimitiveImage:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeRenderer:DoRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeRenderer:OnPostRender()

22:06:47:412STACKAmplitude.Diagnostics+LogMessage

AgeMesh:EndBuilding()
AgeMeshBuilder:EndMesh()
AgeMeshBuilder:CheckMaterialSwitch(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgePrimitiveLabel:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeRenderer:DoRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeRenderer:OnPostRender()

22:06:48:645STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_MoveEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:48:645STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action_GeneratePath:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:49:947STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:49:947STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:49:947STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:49:947STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:51:662STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:52:933STACKPreprocessor failed because the tile (6,78) is not stopable for army 8824.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:54:166STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:55:033STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:55:056STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:56:684STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:56:684STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:57:525STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury9').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:57:526STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury9').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:59:243STACKPreprocessor failed because the tile (49,42) is not stopable for army 8265.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:59:378STACKBefore 2616 to 0: 1er Avant-garde Croissance (6906) at -1 1er Puissance d'Auriga royale (7833) at 0 1er Avant-garde Souffle (7905) at 1 2e Avant-garde Clan (8844) at 2 Ard'im (2616) at 3

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:59:378STACKAfter: 1er Avant-garde Croissance (6906) at -1 1er Puissance d'Auriga royale (7833) at 1 1er Avant-garde Souffle (7905) at 2 2e Avant-garde Clan (8844) at 3 Ard'im (2616) at 0

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:59:378STACKBefore 8844 to 1: 1er Avant-garde Croissance (6906) at -1 1er Puissance d'Auriga royale (7833) at 1 1er Avant-garde Souffle (7905) at 2 2e Avant-garde Clan (8844) at 3 Ard'im (2616) at 0

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:59:378STACKAfter: 1er Avant-garde Croissance (6906) at -1 1er Puissance d'Auriga royale (7833) at 2 1er Avant-garde Souffle (7905) at 3 2e Avant-garde Clan (8844) at 1 Ard'im (2616) at 0

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:59:921STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:59:984STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:01:435STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:01:435STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:02:278STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:02:279STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:02:279STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:04:422STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:05:669STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:05:669STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:06:532STACKEventBoosterActivated! (booster definition name: 'BoosterFood').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:06:533STACKEventBoosterStarted! (booster definition name: 'BoosterFood').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:06:588STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:06:588STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:06:635STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:08:446STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:08:446STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:08:446STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:08:446STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:10:082STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:10:082STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:11:982STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:12:664STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:12:665STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:12:665STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:13:682STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:15:383STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:17:028STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:18:762STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:20:462STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:22:179STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:23:887STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:25:644STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:26:415STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
NotificationPanelEncounterSetup+c__Iterator38C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:07:27:497STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:29:157STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:30:387STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:31:846STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:32:051STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:33:289STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:34:733STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:34:935STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:36:179STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:37:616STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:37:817STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:39:053STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:40:500STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:40:707STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:41:946STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:43:399STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:43:603STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:44:835STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:46:300STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:46:514STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:47:766STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:49:212STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:49:416STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:50:654STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:52:100STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:52:301STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:53:546STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:54:985STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:55:196STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:56:436STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:57:896STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:58:100STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:07:59:335STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:00:800STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:01:012STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:02:250STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:03:698STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:03:901STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:05:164STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:06:612STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:06:817STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:08:052STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:09:502STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:09:712STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:10:953STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:12:402STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:12:611STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:13:863STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:15:299STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:15:532STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:16:765STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:18:233STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:18:445STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:19:681STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:21:120STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:21:348STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:22:933STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:24:419STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:24:632STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:25:901STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:27:383STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:27:596STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:28:866STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:30:351STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:30:562STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:31:834STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:33:303STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:33:516STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:34:778STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:36:267STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:36:478STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:37:736STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:39:210STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:39:415STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:40:680STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:42:161STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:42:379STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:43:633STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:45:116STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:45:328STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:46:585STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:48:061STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:48:264STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:49:545STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:51:031STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:51:245STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:52:524STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:53:995STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:54:202STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:55:466STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:56:960STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:57:165STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:58:428STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:59:901STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:00:118STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:01:395STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:02:879STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:03:073STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:04:345STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:05:828STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:06:031STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:07:312STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:08:782STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:08:995STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:10:252STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:11:727STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:11:932STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:13:194STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:14:660STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:14:879STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:16:132STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:17:612STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:17:829STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:19:177STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:20:667STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:20:879STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:22:188STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:23:649STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:23:869STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:25:134STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:26:661STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:26:882STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:28:127STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:29:634STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:29:851STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:31:114STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:32:734STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:32:953STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:34:244STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:35:716STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:35:927STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:37:195STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:38:688STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:38:895STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:40:146STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:41:631STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:41:848STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:43:128STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:44:604STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:44:827STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:46:143STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:47:685STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:49:141STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:50:576STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:52:024STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:53:507STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:55:041STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:56:549STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:58:060STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:59:546STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:01:058STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:02:537STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:04:001STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
NotificationPanelEncounterSetup+c__Iterator38C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:10:04:246STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:05:768STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:07:314STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:08:827STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:10:316STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:11:809STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:13:234STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:14:693STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:16:185STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:17:660STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:19:093STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:20:594STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:22:093STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:23:542STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:25:065STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:26:509STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:27:984STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:29:480STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:30:933STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:32:396STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:33:894STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:35:393STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:36:867STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:38:334STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:39:781STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:41:279STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:42:749STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:44:480STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:45:950STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:47:409STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:48:879STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:50:338STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:51:842STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:53:323STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:54:795STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:56:266STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:57:726STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:59:192STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:00:660STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:02:131STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:03:599STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:05:059STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:06:528STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:07:992STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:09:459STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:10:943STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:12:407STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:13:868STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:15:341STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:16:809STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:18:302STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:19:763STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:21:232STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:22:693STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:24:158STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:25:611STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:27:079STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:28:541STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:30:004STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:31:459STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:32:926STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:34:402STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:35:869STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:37:342STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:38:799STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:40:258STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:41:749STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:43:208STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:44:683STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:46:141STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:47:608STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:49:077STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:50:578STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:52:052STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:53:573STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:55:087STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:56:592STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:58:385STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:59:879STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:01:392STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:02:881STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:04:361STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:05:876STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:07:345STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:08:819STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:10:259STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:11:761STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:13:259STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:14:726STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:16:194STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:17:710STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:19:201STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:20:710STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:22:226STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:23:681STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:25:141STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:26:643STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:28:160STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:29:678STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:31:159STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:32:648STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:34:159STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:35:724STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:37:259STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:38:791STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:40:334STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:41:840STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:43:340STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:44:829STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:46:279STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:47:806STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:49:282STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:50:728STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:52:263STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:53:707STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:55:206STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:56:665STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:58:147STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:12:59:695STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:01:181STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:02:642STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:04:310STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:05:806STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:07:245STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:08:726STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:10:205STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:11:705STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:13:175STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:14:642STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:16:098STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:17:578STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:19:057STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:20:523STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:22:012STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:23:498STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:24:995STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:26:473STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:28:025STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:29:508STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:31:007STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:32:574STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:34:101STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:35:620STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:37:107STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:38:624STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:40:107STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:41:608STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:43:041STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:44:573STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:46:063STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:47:523STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:49:023STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:50:506STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:52:014STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:53:507STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:55:021STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:09:189STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
NotificationPanelEncounterSetup+c__Iterator38C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:20:53:796STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

22:21:08:534STACKPreprocessor failed because the tile (71,114) is not stopable for army 8772.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:08:672STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

22:22:19:519STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #2, context: 'City#5163'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapCityOwner(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:07:036STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

22:24:40:220STACKThe construction 8940 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator18D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:02:349STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

GameServerState_Turn_Finished+c__Iterator24E:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:02:349STACKTimeout: Tickables NeedTick: NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,NavyFortress,NavyFortress,,AICommanderMission_BesiegeCityDefault,,,,AICommanderMission_FrontierHarass,,,,,,,,,,,,NavyFortress,,,,,,,,,,,,

GameServerState_Turn_Finished+c__Iterator24E:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:04:033STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator611:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:04:033STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 75, guid: 8901, level: 3.

QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator611:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:04:033STACKUpdateArmyObjective.Execute

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator611:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:04:033STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: SeaMonsterRoaming, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator611:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:04:119STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00006514, empire: 75, guid: 8901, level: 3

DepartmentOfDefense+c__Iterator1BF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:06:568STACK[Net] Transition is synced.

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

22:25:06:695STACKGameServerState_Turn_Begin.

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

22:25:08:460STACKGameServerState_Turn_AI.

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

22:25:08:460STACKChanging ai state of empire (index: 5, from: 'Dead', to: 'EmpireControlledByAI').

GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:08:460STACKAIMaster AIPlayer: Empire 5 change its state from Dead to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:11:668STACKCan't find resource location 'Production' (reference location: City#5163).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:25:12:403STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:25:12:403STACKCan't find resource location 'Production' (reference location: City#2616).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:25:13:250STACKCan't find resource location 'Production' (reference location: City#2991).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:25:13:250STACKAIMaster AIPlayer: Empire 5 change its state from EmpireControlledByAI to Dead.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:25:13:616STACKCan't find resource location 'Production' (reference location: City#5604).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:25:13:616STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:25:13:616STACKCan't find resource location 'Production' (reference location: City#1983).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:25:13:616STACKCan't find resource location 'Production' (reference location: City#4506).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:25:13:616STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:25:13:616STACKCan't find resource location 'Production' (reference location: City#5373).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:25:13:616STACKCan't find resource location 'Production' (reference location: City#2559).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:25:14:132STACKCan't find resource location 'Production' (reference location: City#5271).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:25:14:165STACKGameServerState_Turn_Main.

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

22:25:14:734STACKGameClientState_Turn_Begin.

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

22:25:14:734STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 4.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:14:797STACKGameClientState_Turn_Main.

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

22:25:14:798STACKUpdateArmyObjective.Initialize

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClient+c__Iterator60A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:14:967STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00006557, empire: 59, guid: 8989, level: 3

DepartmentOfDefense+c__Iterator1BF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:15:552STACKRegister new contract DiplomaticContract 8999 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 3 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator5D9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:15:586STACKContract 8999 pass from state Negotiation to state Proposed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:15:587STACKContract 8999 pass from state Proposed to state Refused.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:18:932STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:18:932STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:19:129STACKPreprocessor failed because the tile (75,110) is not stopable for army 8893.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:20:468STACKGotoAndAttack Preprocessor. Attacker=8908, Defender=5256.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:20:490STACKArmyGoToAndAttackInstruction: lock target 5256.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:21:948STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:21:948STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:23:085STACKPreprocessor failed because the tile (54,115) is not stopable for army 8174.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:24:499STACKArmyGoToAndAttackInstruction: Attack target: 5256

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:24:499STACKArmyGoToAndAttackInstruction: Unlock target 5256.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:26:158STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:26:159STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:26:805STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury9').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:26:805STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury9').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:26:935STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:26:954STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:27:254STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:27:254STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:27:596STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:27:596STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:27:822STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury7').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:27:822STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury7').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:28:076STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury12').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:28:077STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury12').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:29:227STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:29:227STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:29:227STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:31:201STACKGotoAndAttack Preprocessor. Attacker=7905, Defender=9003.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:31:219STACKArmyGoToAndAttackInstruction: lock target 9003.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:31:506STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:31:531STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:31:531STACKThe construction 9024 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator18D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:33:593STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:33:593STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:33:594STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:33:594STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:35:694STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:35:694STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:36:232STACKArmyGoToAndAttackInstruction: Attack target: 9003

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:36:232STACKArmyGoToAndAttackInstruction: Unlock target 9003.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:37:827STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:37:865STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:37:865STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:39:771STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:39:772STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury6').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:39:772STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury6').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:39:896STACKMinor faction (name: 'EyelessOnes') has been assimilated by empire 2.

DepartmentOfTheInterior:AssimilateMinorFaction(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator21B:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:41:786STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:43:401STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

22:25:43:401STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:25:43:401STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:35:027STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

GameServerState_Turn_Finished+c__Iterator24E:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:35:027STACKTimeout: Tickables NeedTick: NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_Garrison,,,,,,,,,,,,,AICommanderMission_ColossusArmySupport,,,,,,,,,,,,,,,,,,,,,,,,,NavyFortress,NavyFortress,,,,,,,,,,,,NavyFortress,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

GameServerState_Turn_Finished+c__Iterator24E:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:36:532STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator611:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:36:533STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:36:533STACK[Desync] 'PointOfInterest#243' has been reattached to 'City#4137' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:36:533STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:36:533STACK[Desync] 'PointOfInterest#155' has been reattached to 'City#7022' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:36:533STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:36:533STACK[Desync] 'PointOfInterest#130' has been reattached to 'City#5271' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:36:533STACKpointOfInterest.SwapDescriptor from AffinityMappingMezari to AffinityMappingMezari

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:36:533STACK[Desync] 'PointOfInterest#436' has been reattached to 'City#4329' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:39:283STACK[Net] Transition is synced.

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

22:28:40:218STACKGameServerState_Turn_Begin.

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

22:28:40:218STACKSeason change: new season 'Winter', the new season will end at turn 160 (duration: 8 turn(s)).

SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SeasonManager:ChangeSeason(System.Reflection.ParameterInfo)
SeasonManager:GameServer_Turn_Begin()
GameServerState_Turn_Begin+c__Iterator619:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:40:218STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:PlayAmbianceMusic()
AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5D2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:42:492STACKGameServerState_Turn_AI.

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

22:28:42:492STACKChanging ai state of empire (index: 5, from: 'Dead', to: 'EmpireControlledByAI').

GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:42:492STACKAIMaster AIPlayer: Empire 5 change its state from Dead to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:45:214STACKCan't find resource location 'Production' (reference location: City#5163).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:28:45:912STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:28:45:912STACKCan't find resource location 'Production' (reference location: City#2616).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:28:46:928STACKCan't find resource location 'Production' (reference location: City#2991).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:28:46:928STACKCan't find resource location 'Production' (reference location: City#3984).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:28:46:928STACKAIMaster AIPlayer: Empire 5 change its state from EmpireControlledByAI to Dead.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:28:47:160STACK[Net,Client] Dropped order OrderGoTo (GameClientState_Turn_Dump_Finished)

GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
PlayerController:PostOrder(System.Reflection.ParameterInfo)
ArmyWorldCursor:ValidatePath()
ArmyWorldCursor:OnCursorUp(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorUp(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnCursorUp(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:Update()
CursorManager:Update()

22:28:47:244STACKCan't find resource location 'Production' (reference location: City#5604).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:28:47:245STACKCan't find resource location 'Production' (reference location: City#4506).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:28:47:245STACKCan't find resource location 'Production' (reference location: City#1983).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:28:47:245STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:28:47:245STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:28:47:245STACKCan't find resource location 'Production' (reference location: City#5373).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:28:47:245STACKCan't find resource location 'Production' (reference location: City#2559).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:28:47:743STACKCan't find resource location 'Production' (reference location: City#5271).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:28:47:776STACKGameServerState_Turn_Main.

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

22:28:48:504STACKGameClientState_Turn_Begin.

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

22:28:48:504STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 1.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:48:545STACKGameClientState_Turn_Main.

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

22:28:48:771STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#0000686F, empire: 8, guid: 9052, level: 3

DepartmentOfDefense+c__Iterator1BF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:48:810STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00006870, empire: 34, guid: 9056, level: 3

DepartmentOfDefense+c__Iterator1BF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:52:034STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury11').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:52:034STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury11').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:52:906STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury14').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:52:906STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury14').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:52:946STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:52:946STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:54:733STACKBefore 2616 to 0: 1er Avant-garde Croissance (6906) at -1 1er Puissance d'Auriga royale (7833) at 0 Ard'im (2616) at 1

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:54:733STACKAfter: 1er Avant-garde Croissance (6906) at -1 1er Puissance d'Auriga royale (7833) at 1 Ard'im (2616) at 0

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:55:664STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #3, context: 'City#3007'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapCityOwner(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:55:913STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:55:913STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:00:759STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:03:067STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:03:067STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:05:118STACKSynchronous job SynchronousJob_ExecuteNeeds failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:05:118STACKSynchronous job SynchronousJob_AssignPopulation failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:05:118STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:05:118STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:05:135STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:07:031STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:07:031STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:07:031STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:09:165STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:09:196STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:09:196STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:10:915STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
NotificationPanelEncounterSetup+c__Iterator38C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:29:11:501STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:12:980STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:12:980STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:16:349STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:16:349STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:16:349STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:34:52:401STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

22:35:00:362STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:35:00:592STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:35:01:163STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
NotificationPanelEncounterSetup+c__Iterator38C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:35:01:205STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:35:01:345STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:35:04:936STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:35:11:336STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:36:19:634STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:36:20:603STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:36:22:821STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:36:23:840STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:36:32:903STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:36:36:405STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:36:40:735STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:36:41:805STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:36:50:571STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:37:32:817STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:37:40:869STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:37:49:600STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:37:54:183STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:37:57:851STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:38:00:166STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:38:42:120STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:38:43:049STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:38:51:251STACKBattleHealthStatus.Removed ignored BattleEffectInitiativeDownPermanent

BattleHealthStatus:AddRemoveAlteration(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_UnitStatChange:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldBattleEventBattleEffect:Execute()
WorldBattleUnit:EventUpdate()
WorldBattleUnit:Update()

22:38:52:018STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:38:58:581STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:39:01:414STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:39:08:296STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:39:09:181STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:39:18:296STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:39:21:696STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:39:23:196STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:39:25:463STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:39:26:698STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:39:26:831STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:39:27:128STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()
WorldBattlePawn:Update()

22:39:27:386STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #2, context: 'Fortress#928'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo)
GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5E4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:41:01:472STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #2, context: 'City#4467'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapCityOwner(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:49:824STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator611:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:49:825STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingSeaDemons

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:49:825STACK[Desync] 'PointOfInterest#282' has been reattached to 'City#4467' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:49:825STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:49:825STACK[Desync] 'PointOfInterest#162' has been reattached to 'City#7022' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:49:825STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:49:825STACK[Desync] 'PointOfInterest#144' has been reattached to 'City#4591' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:52:445STACK[Net] Transition is synced.

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

22:45:52:496STACKGameServerState_Turn_Begin.

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

22:45:54:313STACKGameServerState_Turn_AI.

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

22:45:54:314STACKChanging ai state of empire (index: 5, from: 'Dead', to: 'EmpireControlledByAI').

GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:314STACKAIMaster AIPlayer: Empire 5 change its state from Dead to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:57:531STACKCan't find resource location 'Production' (reference location: City#4467).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:45:57:531STACKCan't find resource location 'Production' (reference location: City#5163).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:45:58:185STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:45:58:185STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:45:58:185STACKCan't find resource location 'Production' (reference location: City#2616).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:45:59:043STACKCan't find resource location 'Production' (reference location: City#2991).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:45:59:043STACKAIMaster AIPlayer: Empire 5 change its state from EmpireControlledByAI to Dead.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:45:59:389STACKCan't find resource location 'Production' (reference location: City#5604).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:45:59:389STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:45:59:389STACKCan't find resource location 'Production' (reference location: City#1983).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:45:59:389STACKCan't find resource location 'Production' (reference location: City#4506).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:45:59:389STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:45:59:389STACKCan't find resource location 'Production' (reference location: City#5373).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:45:59:389STACKCan't find resource location 'Production' (reference location: City#2559).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:45:59:935STACKCan't find resource location 'Production' (reference location: City#5271).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:45:59:935STACKCan't find resource location 'Production' (reference location: City#6504).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:45:59:969STACKGameServerState_Turn_Main.

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

22:46:00:972STACKGameClientState_Turn_Begin.

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

22:46:00:972STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 2.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:00:972STACKQuest 'SideQuestPOI#0005', Timer '$TimeBeforeReset' eleapsedTurn = 1.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:01:018STACKGameClientState_Turn_Main.

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

22:46:01:232STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00006BD9, empire: 27, guid: 9123, level: 3

DepartmentOfDefense+c__Iterator1BF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:05:186STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:05:187STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:06:869STACKPreprocessor failed because the tile (26,82) is not stopable for army 8844.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:07:292STACKPreprocessor failed because the tile (63,39) is not stopable for army 7248.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:07:915STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:07:915STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:12:956STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:15:459STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:15:459STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:17:575STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:17:575STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:17:575STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:17:590STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:19:460STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:19:460STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:19:460STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:19:460STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:21:379STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:21:410STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:21:436STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:23:107STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:23:107STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:23:107STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:23:205STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:23:283STACKThe construction 9137 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator18D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:24:762STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:28:132STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:28:132STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:28:171STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:28:213STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:28:213STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:47:22:204STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury6').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:47:22:204STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury6').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:29:935STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #2, context: 'Fortress#929'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo)
GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5E4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:45:559STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

22:51:18:851STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
NotificationPanelEncounterSetup+c__Iterator38C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:56:51:220STACKObject does not have the same size as other children of table object <1VirtualArea>

AgeTransform:VerifyChildren()
AgeTransform:ArrangeChildren()
CityQueuePanel:ConstructionQueue_CollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ConstructionQueue:OnCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ConstructionQueue:Enqueue(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator190:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:51:220STACKObject does not have the same size as other children of table object <1VirtualArea>

AgeTransform:VerifyChildren()
AgeTransform:ArrangeChildren()
AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

22:57:34:343STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

22:57:44:400STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

22:58:12:323STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

GameServerState_Turn_Finished+c__Iterator24E:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:12:323STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,NavyFortress,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,

GameServerState_Turn_Finished+c__Iterator24E:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:15:405STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator611:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:15:405STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:15:405STACK[Desync] 'PointOfInterest#861' has been reattached to 'City#4137' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:15:405STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:15:405STACK[Desync] 'PointOfInterest#158' has been reattached to 'City#5271' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:15:823STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator224:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:15:823STACK[Desync] 'PointOfInterest#291' has been reattached to 'City#2559' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator224:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:18:051STACK[Net] Transition is synced.

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

22:58:18:099STACKGameServerState_Turn_Begin.

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

22:58:19:819STACKGameServerState_Turn_AI.

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

22:58:19:819STACKChanging ai state of empire (index: 5, from: 'Dead', to: 'EmpireControlledByAI').

GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:19:819STACKAIMaster AIPlayer: Empire 5 change its state from Dead to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:23:081STACKCan't find resource location 'Production' (reference location: City#4467).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:58:23:081STACKCan't find resource location 'Production' (reference location: City#5163).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:58:23:764STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:58:23:764STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:58:23:764STACKCan't find resource location 'Production' (reference location: City#2616).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:58:24:665STACKCan't find resource location 'Production' (reference location: City#2991).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:58:24:665STACKAIMaster AIPlayer: Empire 5 change its state from EmpireControlledByAI to Dead.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:58:25:047STACKCan't find resource location 'Production' (reference location: City#5604).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:58:25:047STACKCan't find resource location 'Production' (reference location: City#4506).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:58:25:047STACKCan't find resource location 'Production' (reference location: City#1983).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:58:25:047STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:58:25:047STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:58:25:047STACKCan't find resource location 'Production' (reference location: City#5373).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:58:25:047STACKCan't find resource location 'Production' (reference location: City#2559).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:58:25:597STACKCan't find resource location 'Production' (reference location: City#5271).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:58:25:597STACKCan't find resource location 'Production' (reference location: City#6504).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

22:58:25:631STACKGameServerState_Turn_Main.

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

22:58:26:350STACKGameClientState_Turn_Begin.

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

22:58:26:350STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 3.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:26:350STACKQuest 'SideQuestPOI#0005', Timer '$TimeBeforeReset' eleapsedTurn = 2.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:26:402STACKGameClientState_Turn_Main.

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

22:58:27:067STACKRegister new contract DiplomaticContract 9182 EmpireWhichInitiated: Empire 2 EmpireWhichProposes: Empire 2 EmpireWhichReceives: Empire 0 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator5D9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:27:067STACKContract 9182 pass from state Negotiation to state Proposed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:29:418STACKGotoAndAttack Preprocessor. Attacker=8450, Defender=4389.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:29:441STACKArmyGoToAndAttackInstruction: lock target 4389.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:30:258STACKLOCKING: AICommanderMission_DefenseRoaming tries to recruit Army assigned to AICommanderMission_BesiegeCityDefault

AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
AICommanderMission:TryGetArmyData()
AICommanderMissionWithRequestArmy:TryGetArmyData()
AICommanderMission:Initializing()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:30:438STACKArmyGoToAndAttackInstruction: Attack target: 4389

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:30:438STACKArmyGoToAndAttackInstruction: Unlock target 4389.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:30:830STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_PacifyVillage=7889 for GenericCommander Priority 0.2037002

AICommanderMission_RegroupArmyAt:TryGetArmyData()
AICommanderMission:Initializing()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:30:906STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:30:906STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:33:798STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:33:798STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:33:798STACKOrder preprocessing failed because the transfer of money is not possible to buyout the construction #8915.

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:38:710STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:38:710STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:38:710STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:40:599STACKGotoAndAttack Preprocessor. Attacker=9185, Defender=8989.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:40:617STACKArmyGoToAndAttackInstruction: lock target 8989.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:41:018STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:41:019STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:43:139STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:43:139STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:43:160STACKThe construction 9189 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator18D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:43:625STACKArmyGoToAndAttackInstruction: Attack target: 8989

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:43:625STACKArmyGoToAndAttackInstruction: Unlock target 8989.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:45:014STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:45:014STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:45:014STACKEventBoosterActivated! (booster definition name: 'BoosterFood').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:45:014STACKEventBoosterStarted! (booster definition name: 'BoosterFood').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:46:948STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:48:788STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:48:788STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:48:788STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:48:814STACKThe construction 9199 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator18D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:50:437STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury5').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:50:437STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury5').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:50:553STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury9').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:50:553STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury9').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:50:610STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury15').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:50:610STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury15').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:52:193STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:53:852STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:58:53:852STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

22:59:05:224STACKPreprocessor failed because the tile (22,84) is not stopable for army 8908.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:19:063STACKLoading file 'D:\Mes documents\Endless Legend\Save Files\AutoSave 1701.zip'

LoadSaveModalPanel:OnLoadCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

23:02:24:683STACK[GameServer][Net] SteamGameServer is null. Forcing shutdown anyway...

GameServer:Disconnect()
GameServer:Dispose(System.Reflection.ParameterInfo)
GameInterface:Dispose()
Session:Dispose(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Dispose()
Amplitude.Unity.Session.SessionManager:ReleaseSession()
RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

23:02:24:683STACKThe game interface (GameClient) has recieved the game change notification: 'Releasing'.

GameInterface:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
GameManager:OnGameChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:ReleaseGame()
GameClient:Dispose(System.Reflection.ParameterInfo)
GameInterface:Dispose()
Session:Dispose(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Dispose()
Amplitude.Unity.Session.SessionManager:ReleaseSession()
RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

23:02:24:683STACKUnloading game; destroying the world view technique...

WorldView:UnloadGame(System.Reflection.ParameterInfo)
Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
GameManager:OnGameChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:ReleaseGame()
GameClient:Dispose(System.Reflection.ParameterInfo)
GameInterface:Dispose()
Session:Dispose(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Dispose()
Amplitude.Unity.Session.SessionManager:ReleaseSession()
RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

23:02:24:683STACKReleasing the current world view technique...

WorldView:ReleaseCurrentWorldViewTechnique()
WorldView:UnloadGame(System.Reflection.ParameterInfo)
Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
GameManager:OnGameChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:ReleaseGame()
GameClient:Dispose(System.Reflection.ParameterInfo)
GameInterface:Dispose()
Session:Dispose(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Dispose()
Amplitude.Unity.Session.SessionManager:ReleaseSession()
RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

23:02:24:683STACKInsideFramePostProcess.Unload

InsideFramePostProcess:Unload()
WorldViewTechnique:UnloadAncillaries()
WorldView:ReleaseCurrentWorldViewTechnique()
WorldView:UnloadGame(System.Reflection.ParameterInfo)
Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
GameManager:OnGameChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:ReleaseGame()
GameClient:Dispose(System.Reflection.ParameterInfo)
GameInterface:Dispose()
Session:Dispose(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Dispose()
Amplitude.Unity.Session.SessionManager:ReleaseSession()
RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

23:02:24:683STACKUnloading game; destroying all world patches...

WorldView:UnloadGame(System.Reflection.ParameterInfo)
Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
GameManager:OnGameChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:ReleaseGame()
GameClient:Dispose(System.Reflection.ParameterInfo)
GameInterface:Dispose()
Session:Dispose(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Dispose()
Amplitude.Unity.Session.SessionManager:ReleaseSession()
RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

23:02:24:683STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
Game:OnRelease()
Amplitude.Unity.Game.Game:Release()
Amplitude.Unity.Game.GameManager:ReleaseGame()
GameClient:Dispose(System.Reflection.ParameterInfo)
GameInterface:Dispose()
Session:Dispose(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Dispose()
Amplitude.Unity.Session.SessionManager:ReleaseSession()
RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

23:02:24:683STACKGame has been released.

Game:OnRelease()
Amplitude.Unity.Game.Game:Release()
Amplitude.Unity.Game.GameManager:ReleaseGame()
GameClient:Dispose(System.Reflection.ParameterInfo)
GameInterface:Dispose()
Session:Dispose(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Dispose()
Amplitude.Unity.Session.SessionManager:ReleaseSession()
RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

23:02:24:683STACKThe game interface (GameClient) has recieved the game change notification: 'Released'.

GameInterface:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
GameManager:OnGameChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:ReleaseGame()
GameClient:Dispose(System.Reflection.ParameterInfo)
GameInterface:Dispose()
Session:Dispose(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Dispose()
Amplitude.Unity.Session.SessionManager:ReleaseSession()
RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

23:02:24:683STACKUsing late update preemption (TimeSpan = 6.66, Frequency = 5, Enable Diagnostics = False).

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

23:02:24:684STACKThe 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()

23:02:24:684STACKThe 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()

23:02:24:684STACK[DownloadableContent] DownloadableContentSharing.SharedByClient, bitfield = 4

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()

23:02:24:684STACK[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()

23:02:24:684STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 84516 (GameSaveDescriptor).

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

23:02:24:684STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 84516 (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()

23:02:24:684STACK[Lobby] SlotCount: total=0, occupied=0, free=0.

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

23:02:24:684STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 84516 (GameSaveDescriptor).

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

23:02:24:684STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 84516 (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()

23:02:24:684STACK[SessionState] SessionState_Opened.Begin()

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

23:02:24:684STACK[SessionState] SessionState_OpenedAndLaunching.Begin()

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

23:02:24:684STACKLaunching the game server...

Session:IGameServerLauncher.Launch()
SessionState_OpenedAndLaunching+c__Iterator61E:MoveNext()
Amplitude.Coroutine:Run()
SessionState_OpenedAndLaunching:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:24:684STACKLaunching the game client...

Session:IGameClientLauncher.Launch()
SessionState_OpenedAndLaunching+c__Iterator61E:MoveNext()
Amplitude.Coroutine:Run()
SessionState_OpenedAndLaunching:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:24:684STACKGameServerState_InitializeServer.

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

23:02:24:684STACKGameServerState_LaunchGame.

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

23:02:24:684STACKGameClientState_WaitingForServer

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

23:02:24:697STACKWaiting for the ignition of all game ancillaries...

Amplitude.Unity.Game.Game+c__Iterator55:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:24:697STACK[Net] [GameServer] Initiate connection to server with steamIDRemote: '0x011000010a5bd4b9', steamIDUser: '0x011000010a5bd4b9'.

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

23:02:24:697STACK[Net] [GameClient] Got initiate connection response from server.

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

23:02:24:711STACK[SessionState] SessionState_OpenedAndLaunched.Begin()

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

23:02:24:730STACKGameClientState_ConnectedToServer.

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

23:02:24:730STACKGameClientState_LaunchGame.

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

23:02:24:730STACK[Dump] GameManager.DumpingMethod = Binary

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

23:02:24:730STACKWaiting 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()

23:02:24:763STACKAll game ancillaries have been ignited.

Amplitude.Unity.Game.Game+c__Iterator55:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:24:763STACKLoading from archive 'D:\Mes documents\Endless Legend\Save Files\AutoSave 1701.zip'...

GameManager+c__Iterator291:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:24:763STACKUsing path to archive: 'D:\Mes documents\Endless Legend\Save Files\AutoSave 1701.zip'

GameManager+c__Iterator291:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:24:763STACKThe world has been initialized (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:25:017STACKThe world has been loaded (in 0.25 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:25:019STACKThe game ancillary (type of: Cadaster) has been loaded (in 0.001 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:25:037STACKThe game ancillary (type of: WorldEffectManager) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:25:056STACKThe game ancillary (type of: PlayerRepository) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:25:071STACKThe game ancillary (type of: EncounterRepository) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:25:088STACKThe game ancillary (type of: GameEntityRepository) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:25:104STACKThe game ancillary (type of: HeroPool) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:25:122STACKThe game ancillary (type of: PillarManager) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:25:138STACKThe game ancillary (type of: SeasonManager) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:25:207STACKThe pathfinding service is ready.

PathfindingManager:OnPathfindingServiceReady()
PathfindingManager+c__Iterator11D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:25:207STACKThe game ancillary (type of: PathfindingManager) has been loaded (in 0.067 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:25:209STACKThe game ancillary (type of: PlayerControllerRepository) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:25:221STACKThe game ancillary (type of: QuestManager) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:25:237STACKThe game ancillary (type of: VictoryManager) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:25:254STACKThe game ancillary (type of: VisibilityController) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:25:270STACKThe game ancillary (type of: WorldPositionning) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:25:287STACKThe game ancillary (type of: Marketplace) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:25:305STACKThe game ancillary (type of: DiplomacyManager) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:25:323STACKThe game ancillary (type of: WorldPositionSimulationEvaluator) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:25:337STACKThe game ancillary (type of: PingManager) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:25:354STACKThe game ancillary (type of: TutorialManager) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:25:372STACKThe game ancillary (type of: LeechManager) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:25:389STACKThe game ancillary (type of: CooldownManager) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:25:405STACKThe game ancillary (type of: OrbManager) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:25:422STACKThe game ancillary (type of: WeatherManager) has been loaded (in 0 second(s)).

Game+c__Iterator28D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:383STACKRegister new contract DiplomaticContract 3800 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 3 State: Signed Revision: 0 CloseBorders Proposer: 6 Provider: 6 Receiver: 3.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:383STACKRegister new contract DiplomaticContract 3841 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 3 State: Signed Revision: 0 CloseBorders Proposer: 1 Provider: 1 Receiver: 3.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:383STACKRegister new contract DiplomaticContract 3940 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 6 State: Signed Revision: 0 ColdWarToWar Proposer: 3 Provider: 3 Receiver: 6 DestinationState: DiplomaticRelationStateWar.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:383STACKRegister new contract DiplomaticContract 4071 EmpireWhichInitiated: Empire 4 EmpireWhichProposes: Empire 4 EmpireWhichReceives: Empire 7 State: Signed Revision: 0 CloseBorders Proposer: 4 Provider: 4 Receiver: 7.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:383STACKRegister new contract DiplomaticContract 4429 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 1 State: Signed Revision: 0 CloseBorders Proposer: 3 Provider: 3 Receiver: 1.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:383STACKRegister new contract DiplomaticContract 4590 EmpireWhichInitiated: Empire 7 EmpireWhichProposes: Empire 7 EmpireWhichReceives: Empire 4 State: Signed Revision: 0 CloseBorders Proposer: 7 Provider: 7 Receiver: 4.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:383STACKRegister new contract DiplomaticContract 4620 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 5 State: Signed Revision: 0 CloseBorders Proposer: 0 Provider: 0 Receiver: 5.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:383STACKRegister new contract DiplomaticContract 4802 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 5 State: Signed Revision: 0 BlackSpot Proposer: 0 Provider: 0 Receiver: 5.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:383STACKRegister new contract DiplomaticContract 4945 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 CloseBorders Proposer: 5 Provider: 5 Receiver: 0.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:383STACKRegister new contract DiplomaticContract 5051 EmpireWhichInitiated: Empire 4 EmpireWhichProposes: Empire 4 EmpireWhichReceives: Empire 7 State: Signed Revision: 0 ColdWarToWar Proposer: 4 Provider: 4 Receiver: 7 DestinationState: DiplomaticRelationStateWar.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:383STACKRegister new contract DiplomaticContract 5210 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 ColdWarToWar Proposer: 5 Provider: 5 Receiver: 0 DestinationState: DiplomaticRelationStateWar.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:384STACKRegister new contract DiplomaticContract 5482 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 3 State: Signed Revision: 0 ColdWarToWar Proposer: 1 Provider: 1 Receiver: 3 DestinationState: DiplomaticRelationStateWar.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:384STACKRegister new contract DiplomaticContract 5588 EmpireWhichInitiated: Empire 2 EmpireWhichProposes: Empire 2 EmpireWhichReceives: Empire 5 State: Signed Revision: 0 CloseBorders Proposer: 2 Provider: 2 Receiver: 5.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:384STACKRegister new contract DiplomaticContract 5650 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 3 State: Refused Revision: 0 WarToTruce Proposer: 6 Provider: 6 Receiver: 3 DestinationState: DiplomaticRelationStateTruce CityDeal Proposer: 6 Provider: 6 Receiver: 3 CityGUID: 5373.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:384STACKRegister new contract DiplomaticContract 5894 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 BlackSpotNullification Proposer: 5 Provider: 5 Receiver: 0.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:384STACKRegister new contract DiplomaticContract 5918 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 5 State: Signed Revision: 0 BlackSpot Proposer: 0 Provider: 0 Receiver: 5.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:384STACKRegister new contract DiplomaticContract 6045 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 3 State: Refused Revision: 0 WarToTruce Proposer: 6 Provider: 6 Receiver: 3 DestinationState: DiplomaticRelationStateTruce CityDeal Proposer: 6 Provider: 6 Receiver: 3 CityGUID: 4506.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:384STACKRegister new contract DiplomaticContract 6087 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 5 State: Signed Revision: 0 CloseBorders Proposer: 6 Provider: 6 Receiver: 5.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:384STACKRegister new contract DiplomaticContract 6173 EmpireWhichInitiated: Empire 7 EmpireWhichProposes: Empire 7 EmpireWhichReceives: Empire 4 State: Refused Revision: 0 WarToTruce Proposer: 7 Provider: 7 Receiver: 4 DestinationState: DiplomaticRelationStateTruce TechnologyDeal Proposer: 7 Provider: 7 Receiver: 4 Technology: TechnologyDefinitionWeaponUncommonTier1.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:384STACKRegister new contract DiplomaticContract 6327 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 0 State: Refused Revision: 0 WarToTruce Proposer: 5 Provider: 5 Receiver: 0 DestinationState: DiplomaticRelationStateTruce CityDeal Proposer: 5 Provider: 5 Receiver: 0 CityGUID: 2041.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:384STACKRegister new contract DiplomaticContract 6496 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 3 State: Refused Revision: 0 WarToTruce Proposer: 6 Provider: 6 Receiver: 3 DestinationState: DiplomaticRelationStateTruce ResourceDeal Proposer: 6 Provider: 6 Receiver: 3 ResourceName: Strategic1 Amount: 105.6.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:384STACKRegister new contract DiplomaticContract 6553 EmpireWhichInitiated: Empire 7 EmpireWhichProposes: Empire 7 EmpireWhichReceives: Empire 4 State: Refused Revision: 0 WarToTruce Proposer: 7 Provider: 7 Receiver: 4 DestinationState: DiplomaticRelationStateTruce TechnologyDeal Proposer: 7 Provider: 7 Receiver: 4 Technology: TechnologyDefinitionDefenseRecovery1.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:384STACKRegister new contract DiplomaticContract 6592 EmpireWhichInitiated: Empire 2 EmpireWhichProposes: Empire 2 EmpireWhichReceives: Empire 5 State: Signed Revision: 0 ColdWarToWar Proposer: 2 Provider: 2 Receiver: 5 DestinationState: DiplomaticRelationStateWar.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:384STACKRegister new contract DiplomaticContract 6639 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 0 State: Refused Revision: 0 WarToTruce Proposer: 5 Provider: 5 Receiver: 0 DestinationState: DiplomaticRelationStateTruce TechnologyDeal Proposer: 5 Provider: 5 Receiver: 0 Technology: TechnologyDefinitionArmorUncommonTier1.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:384STACKRegister new contract DiplomaticContract 6904 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 5 State: Refused Revision: 1 WarToTruce Proposer: 5 Provider: 5 Receiver: 0 DestinationState: DiplomaticRelationStateTruce CityDeal Proposer: 0 Provider: 5 Receiver: 0 CityGUID: 2041.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:384STACKRegister new contract DiplomaticContract 6952 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 6 State: Signed Revision: 0 CloseBorders Proposer: 5 Provider: 5 Receiver: 6.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:384STACKRegister new contract DiplomaticContract 7011 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 3 State: Refused Revision: 0 WarToTruce Proposer: 6 Provider: 6 Receiver: 3 DestinationState: DiplomaticRelationStateTruce AskToDeclareWar Proposer: 6 Provider: 6 Receiver: 3.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:385STACKRegister new contract DiplomaticContract 7053 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 5 State: Signed Revision: 0 WarToTruce Proposer: 0 Provider: 0 Receiver: 5 DestinationState: DiplomaticRelationStateTruce ResourceDeal Proposer: 0 Provider: 5 Receiver: 0 ResourceName: EmpireMoney Amount: 339 ResourceDeal Proposer: 0 Provider: 5 Receiver: 0 ResourceName: Strategic2 Amount: 31 ResourceDeal Proposer: 0 Provider: 5 Receiver: 0 ResourceName: Strategic4 Amount: 56 ResourceDeal Proposer: 0 Provider: 5 Receiver: 0 ResourceName: Luxury15 Amount: 13 TechnologyDeal Proposer: 0 Provider: 5 Receiver: 0 Technology: TechnologyDefinitionMapActionPillage ResourceDeal Proposer: 0 Provider: 5 Receiver: 0 ResourceName: Luxury3 Amount: 10 ResourceDeal Proposer: 0 Provider: 5 Receiver: 0 ResourceName: Luxury5 Amount: 9.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:385STACKRegister new contract DiplomaticContract 7054 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 5 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:385STACKRegister new contract DiplomaticContract 7068 EmpireWhichInitiated: Empire 4 EmpireWhichProposes: Empire 4 EmpireWhichReceives: Empire 2 State: Signed Revision: 0 CloseBorders Proposer: 4 Provider: 4 Receiver: 2.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:385STACKRegister new contract DiplomaticContract 7348 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 3 State: Refused Revision: 0 WarToTruce Proposer: 6 Provider: 6 Receiver: 3 DestinationState: DiplomaticRelationStateTruce CityDeal Proposer: 6 Provider: 6 Receiver: 3 CityGUID: 6432.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:385STACKRegister new contract DiplomaticContract 7632 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 3 State: Refused Revision: 0 WarToTruce Proposer: 6 Provider: 6 Receiver: 3 DestinationState: DiplomaticRelationStateTruce ResourceDeal Proposer: 6 Provider: 6 Receiver: 3 ResourceName: Strategic1 Amount: 137.6.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:385STACKRegister new contract DiplomaticContract 7702 EmpireWhichInitiated: Empire 2 EmpireWhichProposes: Empire 2 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 CloseBorders Proposer: 2 Provider: 2 Receiver: 0.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:385STACKRegister new contract DiplomaticContract 7703 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 1 State: Refused Revision: 0 WarToTruce Proposer: 3 Provider: 3 Receiver: 1 DestinationState: DiplomaticRelationStateTruce ResourceDeal Proposer: 3 Provider: 3 Receiver: 1 ResourceName: Strategic3 Amount: 26.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:385STACKRegister new contract DiplomaticContract 7722 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 2 State: Signed Revision: 0 CloseBorders Proposer: 0 Provider: 0 Receiver: 2.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:385STACKRegister new contract DiplomaticContract 7942 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 3 State: Refused Revision: 0 WarToTruce Proposer: 6 Provider: 6 Receiver: 3 DestinationState: DiplomaticRelationStateTruce ResourceDeal Proposer: 6 Provider: 6 Receiver: 3 ResourceName: Strategic1 Amount: 156.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:385STACKRegister new contract DiplomaticContract 8142 EmpireWhichInitiated: Empire 2 EmpireWhichProposes: Empire 2 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 ColdWarToWar Proposer: 2 Provider: 2 Receiver: 0 DestinationState: DiplomaticRelationStateWar.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:385STACKRegister new contract DiplomaticContract 8206 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 1 State: Refused Revision: 0 WarToTruce Proposer: 3 Provider: 3 Receiver: 1 DestinationState: DiplomaticRelationStateTruce ResourceDeal Proposer: 3 Provider: 3 Receiver: 1 ResourceName: Strategic3 Amount: 67.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:385STACKRegister new contract DiplomaticContract 8320 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 CloseBorders Proposer: 6 Provider: 6 Receiver: 0.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:385STACKRegister new contract DiplomaticContract 8449 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 3 State: Refused Revision: 0 WarToTruce Proposer: 6 Provider: 6 Receiver: 3 DestinationState: DiplomaticRelationStateTruce TechnologyDeal Proposer: 6 Provider: 6 Receiver: 3 Technology: TechnologyDefinitionLuxuryExtractionUncommon.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:386STACKRegister new contract DiplomaticContract 8511 EmpireWhichInitiated: Empire 4 EmpireWhichProposes: Empire 4 EmpireWhichReceives: Empire 7 State: Refused Revision: 0 WarToTruce Proposer: 4 Provider: 4 Receiver: 7 DestinationState: DiplomaticRelationStateTruce TechnologyDeal Proposer: 4 Provider: 4 Receiver: 7 Technology: TechnologyDefinitionWeaponUncommonTier2.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:386STACKRegister new contract DiplomaticContract 8563 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 1 State: Signed Revision: 0 CloseBorders Proposer: 6 Provider: 6 Receiver: 1.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:386STACKRegister new contract DiplomaticContract 8612 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 1 State: Refused Revision: 0 WarToTruce Proposer: 3 Provider: 3 Receiver: 1 DestinationState: DiplomaticRelationStateTruce CityDeal Proposer: 3 Provider: 3 Receiver: 1 CityGUID: 2559.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:386STACKRegister new contract DiplomaticContract 8792 EmpireWhichInitiated: Empire 2 EmpireWhichProposes: Empire 2 EmpireWhichReceives: Empire 0 State: Refused Revision: 0 WarToTruce Proposer: 2 Provider: 2 Receiver: 0 DestinationState: DiplomaticRelationStateTruce TechnologyDeal Proposer: 2 Provider: 2 Receiver: 0 Technology: TechnologyDefinitionExpansionDisapprovalReduction2.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:386STACKRegister new contract DiplomaticContract 8793 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 CloseBorders Proposer: 3 Provider: 3 Receiver: 0.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:386STACKRegister new contract DiplomaticContract 8794 EmpireWhichInitiated: Empire 4 EmpireWhichProposes: Empire 4 EmpireWhichReceives: Empire 7 State: Signed Revision: 0 WarToTruceDeclaration Proposer: 4 Provider: 4 Receiver: 7 DestinationState: DiplomaticRelationStateTruce.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:386STACKRegister new contract DiplomaticContract 8843 EmpireWhichInitiated: Empire 7 EmpireWhichProposes: Empire 7 EmpireWhichReceives: Empire 2 State: Signed Revision: 0 CloseBorders Proposer: 7 Provider: 7 Receiver: 2.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:386STACKRegister new contract DiplomaticContract 8904 EmpireWhichInitiated: Empire 2 EmpireWhichProposes: Empire 2 EmpireWhichReceives: Empire 7 State: Signed Revision: 0 CloseBorders Proposer: 2 Provider: 2 Receiver: 7.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:386STACKRegister new contract DiplomaticContract 8905 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 1 State: Refused Revision: 0 WarToTruce Proposer: 3 Provider: 3 Receiver: 1 DestinationState: DiplomaticRelationStateTruce TechnologyDeal Proposer: 3 Provider: 1 Receiver: 3 Technology: TechnologyDefinitionWeaponUncommonTier2.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:386STACKRegister new contract DiplomaticContract 8906 EmpireWhichInitiated: Empire 7 EmpireWhichProposes: Empire 7 EmpireWhichReceives: Empire 4 State: Signed Revision: 0 CloseBorders Proposer: 7 Provider: 7 Receiver: 4.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:386STACKRegister new contract DiplomaticContract 8999 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 3 State: Refused Revision: 0 WarToTruce Proposer: 6 Provider: 6 Receiver: 3 DestinationState: DiplomaticRelationStateTruce ResourceDeal Proposer: 6 Provider: 6 Receiver: 3 ResourceName: Strategic1 Amount: 105.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:386STACKLoad game with difficulty Serious and speed Normal.

Game+c__Iterator28C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:386STACKUpdateArmyObjective.Initialize

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager+c__Iterator16C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:386STACKUpdateArmyObjective.Initialize

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager+c__Iterator16C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:386STACKUpdateArmyObjective.Initialize

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager+c__Iterator16C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:386STACKRegistering new data (name: NumberOfLandRegions, value: 66)

VictoryManager+c__Iterator179:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:386STACKThe 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__Iterator58:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:386STACKThe 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__Iterator58:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:41:386STACKGameServerState_GameLaunchedAndReady.

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

23:02:41:386STACKGameClientState_GameLaunched.

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

23:02:41:386STACK[PlayerRepository] Player 'XMass' has been registered (Human/Local) on Empire #0.

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

23:02:41:387STACK[PlayerRepository] Player 'IA#1' has been registered (AI/Local) on Empire #1.

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

23:02:41:387STACK[PlayerRepository] Player 'IA#2' has been registered (AI/Local) on Empire #2.

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

23:02:41:387STACK[PlayerRepository] Player 'IA#3' has been registered (AI/Local) on Empire #3.

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

23:02:41:387STACK[PlayerRepository] Player 'IA#4' has been registered (AI/Local) on Empire #4.

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

23:02:41:387STACK[PlayerRepository] Player 'IA#5' has been registered (AI/Local) on Empire #5.

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

23:02:41:387STACK[PlayerRepository] Player 'IA#6' has been registered (AI/Local) on Empire #6.

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

23:02:41:387STACK[PlayerRepository] Player 'IA#7' has been registered (AI/Local) on Empire #7.

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

23:02:41:387STACKChanging 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()

23:02:41:387STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
DiplomaticRelationshipDisk:RefreshAttitude()
DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
GuiPlayerControllerScreen:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:41:387STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
DiplomaticRelationshipDisk:RefreshAttitude()
DiplomaticRelationshipDisk:RefreshContent()
AmbassadorInteractionPanel:RefreshContent()
GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
GuiPlayerControllerScreen:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:41:387STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
DiplomaticRelationshipDisk:RefreshAttitude()
DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
GuiPlayerControllerScreen:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:41:387STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
DiplomaticRelationshipDisk:RefreshAttitude()
DiplomaticRelationshipDisk:RefreshContent()
AmbassadorInteractionPanel:RefreshContent()
GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
GuiPlayerControllerScreen:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:41:387STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
DiplomaticRelationshipDisk:RefreshAttitude()
DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
GuiPlayerControllerScreen:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:41:387STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
DiplomaticRelationshipDisk:RefreshAttitude()
DiplomaticRelationshipDisk:RefreshContent()
AmbassadorInteractionPanel:RefreshContent()
GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
GuiPlayerControllerScreen:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:41:387STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
DiplomaticRelationshipDisk:RefreshAttitude()
DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
GuiPlayerControllerScreen:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:41:387STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
DiplomaticRelationshipDisk:RefreshAttitude()
DiplomaticRelationshipDisk:RefreshContent()
AmbassadorInteractionPanel:RefreshContent()
GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
GuiPlayerControllerScreen:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:41:387STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
DiplomaticRelationshipDisk:RefreshAttitude()
DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
GuiPlayerControllerScreen:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:41:387STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
DiplomaticRelationshipDisk:RefreshAttitude()
DiplomaticRelationshipDisk:RefreshContent()
AmbassadorInteractionPanel:RefreshContent()
GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
GuiPlayerControllerScreen:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:41:387STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
DiplomaticRelationshipDisk:RefreshAttitude()
DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
GuiPlayerControllerScreen:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:41:387STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
DiplomaticRelationshipDisk:RefreshAttitude()
DiplomaticRelationshipDisk:RefreshContent()
AmbassadorInteractionPanel:RefreshContent()
GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
GuiPlayerControllerScreen:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:41:439STACKCamera controller set!

WorldView:Focus(System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager+c__IteratorA1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

23:02:41:439STACKInitializing the render view technique...

WorldView+c__Iterator69F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldView:ReloadWorldViewTechnique(System.Reflection.ParameterInfo)
WorldView:Focus(System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager+c__IteratorA1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

23:02:41:439STACKWaiting for the ignition of all world view technique ancillaries...

WorldViewTechnique+c__Iterator66F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldView:ReloadWorldViewTechnique(System.Reflection.ParameterInfo)
WorldView:Focus(System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager+c__IteratorA1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

23:02:43:977STACKAll world view technique ancillaries have been ignited.

WorldViewTechnique+c__Iterator66F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:43:977STACKLoading the render view technique...

WorldView+c__Iterator69F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:43:977STACKHxTechniqueGraphicData.Load Begin

HxTechniqueGraphicData+c__Iterator67B:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:03:07:823STACKThe ancillary service 'HxDecalManager' has been loaded (in 0 second(s)).

WorldViewTechnique+c__Iterator670:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:03:07:823STACKThe ancillary service 'DefaultGlobalPositionning' has been loaded (in 0 second(s)).

WorldViewTechnique+c__Iterator670:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:03:07:824STACKThe ancillary service 'DefaultWorldEntityMapping' has been loaded (in 0 second(s)).

WorldViewTechnique+c__Iterator670:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:03:07:824STACKThe ancillary service 'DefaultWorldEntityFactory' has been loaded (in 15.212 second(s)).

WorldViewTechnique+c__Iterator670:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:03:07:824STACKThe ancillary service 'DefaultPathRenderer' has been loaded (in 0 second(s)).

WorldViewTechnique+c__Iterator670:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:03:07:824STACKThe ancillary service 'DefaultLayerController' has been loaded (in 0 second(s)).

WorldViewTechnique+c__Iterator670:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:03:07:824STACKUsing double buffering for LookupTexture update : False

VisibilityRenderer+c__Iterator658:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:03:07:824STACKThe ancillary service 'VisibilityRenderer' has been loaded (in 0.014 second(s)).

WorldViewTechnique+c__Iterator670:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:03:07:824STACKThe ancillary service 'DefaultResourceRenderer' has been loaded (in 0 second(s)).

WorldViewTechnique+c__Iterator670:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:03:07:824STACKThe ancillary service 'DefaultWorldViewStatistics' has been loaded (in 0 second(s)).

WorldViewTechnique+c__Iterator670:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:03:07:824STACKThe ancillary service 'FxManager' has been loaded (in 0 second(s)).

WorldViewTechnique+c__Iterator670:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:03:07:824STACKThe ancillary service 'RegionRenderer' has been loaded (in 0.003 second(s)).

WorldViewTechnique+c__Iterator670:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:03:07:824STACKThe ancillary service 'WorldGlobalAmbienceController' has been loaded (in 0.001 second(s)).

WorldViewTechnique+c__Iterator670:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:03:07:824STACKThe ancillary service 'InstancingRenderer' has been loaded (in 0 second(s)).

WorldViewTechnique+c__Iterator670:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:03:07:824STACKThe ancillary service 'DefaultWorldEntityCulling' has been loaded (in 0 second(s)).

WorldViewTechnique+c__Iterator670:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:03:07:824STACKRoadRenderer.Load start

RoadRenderer+c__Iterator652:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:03:07:824STACKRoadRenderer.Load end

RoadRenderer+c__Iterator652:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:03:07:824STACKThe ancillary service 'RoadRenderer' has been loaded (in 0 second(s)).

WorldViewTechnique+c__Iterator670:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:03:07:824STACKThe ancillary service 'EncodingTextureManager' has been loaded (in 0 second(s)).

WorldViewTechnique+c__Iterator670:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:03:07:824STACKInsideFramePostProcess.Load

InsideFramePostProcess+c__Iterator2A8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:03:07:824STACKThe ancillary service 'InsideFramePostProcess' has been loaded (in 0 second(s)).

WorldViewTechnique+c__Iterator670:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:03:07:824STACKThe ancillary service 'OrbRenderer' has been loaded (in 0 second(s)).

WorldViewTechnique+c__Iterator670:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:03:07:824STACKThe ancillary service 'WeatherRenderer' has been loaded (in 0 second(s)).

WorldViewTechnique+c__Iterator670:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:03:07:882STACKGameClientState_GameLaunchedAndReady.

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

23:03:07:882STACKPlaying layered music .

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

23:03:08:111STACK[Net][GameServer] GameInProgress

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

23:03:08:111STACKGameServerState_Turn_Begin.

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

23:03:08:111STACKForcing the AI scheduler to load the game because we're about to save another one...

GameServerState_Turn_Begin+c__Iterator619:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:09:831STACKAIMaster AIPlayer: Empire 0 change its state from Deactivated to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE1:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:09:831STACKAIMaster AIPlayer: Empire 1 change its state from Deactivated to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE1:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:09:831STACKAIMaster AIPlayer: Empire 2 change its state from Deactivated to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE1:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:09:831STACKAIMaster AIPlayer: Empire 3 change its state from Deactivated to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE1:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:09:831STACKAIMaster AIPlayer: Empire 4 change its state from Deactivated to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE1:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:09:831STACKAIMaster AIPlayer: Empire 5 change its state from Deactivated to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE1:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:09:831STACKAIMaster AIPlayer: Empire 6 change its state from Deactivated to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE1:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:09:831STACKAIMaster AIPlayer: Empire 7 change its state from Deactivated to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE1:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:09:831STACKAIMaster AIPlayer_MinorEmpire change its state from Deactivated to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE2:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:09:831STACKAIMaster AIPlayer_NavalEmpire change its state from Deactivated to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE3:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:09:831STACKAIMaster AIPlayer: Lesser Empire 75 change its state from Deactivated to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE4:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:09:831STACK[Lesser Empire] Creating Empire Entity LesserEmpire#0

AIPlayer_LesserEmpire+c__Iterator49:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:09:831STACKLOCKING: Error when assigning commander mission AICommanderMission_Garrison Guid 7322, current infroamtion Unit locked by AICommanderMission_DefenseRoaming=7959 for GenericCommander Priority 0.153947

AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
AICommanderMission:ReadXml(System.Reflection.ParameterInfo)
AICommanderMission_Garrison:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
AICommander:ReadXml(System.Reflection.ParameterInfo)
AICommanderWithObjective:ReadXml(System.Reflection.ParameterInfo)
AICommander_Defense:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo)
AILayer_ArmyManagement:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
AIEntity:ReadXml(System.Reflection.ParameterInfo)
AIEntity_Empire:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
AIPlayer:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
AIScheduler:ReadXml(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE5:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:09:831STACKLOCKING: Error when assigning commander mission AICommanderMission_Garrison Guid 7322, current infroamtion Unit locked by AICommanderMission_DefenseRoaming=7959 for GenericCommander Priority 0.153947

AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
AICommanderMission:ReadXml(System.Reflection.ParameterInfo)
AICommanderMission_Garrison:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
AICommander:ReadXml(System.Reflection.ParameterInfo)
AICommanderWithObjective:ReadXml(System.Reflection.ParameterInfo)
AICommander_Defense:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo)
AILayer_ArmyManagement:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
AIEntity:ReadXml(System.Reflection.ParameterInfo)
AIEntity_Empire:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
AIPlayer:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
AIScheduler:ReadXml(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE5:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:09:831STACKLOCKING: Error when assigning commander mission AICommanderMission_Garrison Guid 7322, current infroamtion Unit locked by AICommanderMission_DefenseRoaming=7959 for GenericCommander Priority 0.153947

AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
AICommanderMission:ReadXml(System.Reflection.ParameterInfo)
AICommanderMission_Garrison:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
AICommander:ReadXml(System.Reflection.ParameterInfo)
AICommanderWithObjective:ReadXml(System.Reflection.ParameterInfo)
AICommander_Defense:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo)
AILayer_ArmyManagement:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
AIEntity:ReadXml(System.Reflection.ParameterInfo)
AIEntity_Empire:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
AIPlayer:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
AIScheduler:ReadXml(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE5:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:09:831STACKLOCKING: AICommanderMission_DefenseRoaming tries to recruit Army assigned to AICommanderMission_Garrison

AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
AICommanderMission:ReadXml(System.Reflection.ParameterInfo)
AICommanderMissionWithRequestArmy:ReadXml(System.Reflection.ParameterInfo)
AICommanderMission_DefenseRoaming:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
AICommander:ReadXml(System.Reflection.ParameterInfo)
AICommanderWithObjective:ReadXml(System.Reflection.ParameterInfo)
AICommander_Patrol:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo)
AILayer_ArmyManagement:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
AIEntity:ReadXml(System.Reflection.ParameterInfo)
AIEntity_Empire:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
AIPlayer:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
AIScheduler:ReadXml(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE5:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:09:831STACK[AICommander_Quest] The army GUID is 0

AICommander_Quest:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo)
AILayer_QuestManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
AIEntity:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
AIPlayer:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
AIScheduler:ReadXml(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE5:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:09:831STACKRun thread AIPlayer: Lesser Empire 75.

AIPlayer+c__Iterator40:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:09:831STACKSeason change: new season 'Winter', the new season will end at turn 160 (duration: 8 turn(s)).

SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SeasonManager:GameServer_Turn_Begin()
GameServerState_Turn_Begin+c__Iterator619:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:09:832STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:PlayAmbianceMusic()
AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5D2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:11:722STACKGameServerState_Turn_AI.

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

23:03:11:722STACKChanging ai state of empire (index: 0, from: 'EmpireControlledByAI', to: 'EmpireControlledByHuman').

GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:11:722STACKAIMaster AIPlayer: Empire 0 change its state from EmpireControlledByAI to EmpireControlledByHuman.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:14:873STACKCan't find resource location 'Production' (reference location: City#4467).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:03:14:874STACKCan't find resource location 'Production' (reference location: City#5163).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:03:15:524STACKCan't find resource location 'Production' (reference location: City#2616).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:03:15:524STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:03:15:524STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:03:16:373STACKCan't find resource location 'Production' (reference location: City#3984).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:03:16:373STACKCan't find resource location 'Production' (reference location: City#2991).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:03:16:373STACKAIMaster AIPlayer: Empire 5 change its state from EmpireControlledByAI to Dead.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:03:16:740STACKCan't find resource location 'Production' (reference location: City#1983).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:03:16:740STACKCan't find resource location 'Production' (reference location: City#4506).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:03:16:740STACKCan't find resource location 'Production' (reference location: City#5604).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:03:16:740STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:03:16:741STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:03:16:741STACKCan't find resource location 'Production' (reference location: City#5373).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:03:16:741STACKCan't find resource location 'Production' (reference location: City#2559).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:03:17:557STACKCan't find resource location 'Production' (reference location: City#5271).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:03:17:557STACKCan't find resource location 'Production' (reference location: City#6504).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:03:17:590STACKGameServerState_Turn_Main.

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

23:03:18:375STACKGameClientState_Turn_Begin.

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

23:03:18:375STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 3.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:18:375STACKQuest 'SideQuestPOI#0005', Timer '$TimeBeforeReset' eleapsedTurn = 2.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:18:415STACKGameClientState_Turn_Main.

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

23:03:19:137STACKRegister new contract DiplomaticContract 9183 EmpireWhichInitiated: Empire 2 EmpireWhichProposes: Empire 2 EmpireWhichReceives: Empire 0 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator5D9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:19:346STACKContract 9183 pass from state Negotiation to state Proposed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:22:105STACKLOCKING: AICommanderMission_DefenseRoaming tries to recruit Army assigned to AICommanderMission_BesiegeCityDefault

AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
AICommanderMission:TryGetArmyData()
AICommanderMissionWithRequestArmy:TryGetArmyData()
AICommanderMission:Initializing()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:22:379STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_DefenseRoaming=7959 for GenericCommander Priority 0.1756182

AICommanderMission_RegroupArmyAt:TryGetArmyData()
AICommanderMission:Initializing()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:22:379STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_PacifyVillage=7889 for GenericCommander Priority 0.206562

AICommanderMission_RegroupArmyAt:TryGetArmyData()
AICommanderMission:Initializing()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:22:854STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:22:854STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:25:668STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:25:668STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:25:668STACKThe construction 9010 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator18D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:25:718STACKOrder preprocessing failed because the transfer of money is not possible to buyout the construction #9187.

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:28:629STACKPreprocessor failed because the tile (73,8) is not stopable for army 8886.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:30:540STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:30:540STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:31:975STACKGotoAndAttack Preprocessor. Attacker=8450, Defender=3721.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:31:990STACKArmyGoToAndAttackInstruction: lock target 3721.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:33:007STACKArmyGoToAndAttackInstruction: Attack target: 3721

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:33:007STACKArmyGoToAndAttackInstruction: Unlock target 3721.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:33:007STACKNot enough action points.

DepartmentOfDefense:AttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:33:085STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:33:166STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:33:712STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #2, context: 'Fortress#927'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo)
GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5E4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:35:217STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:35:242STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:35:243STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:35:264STACKThe construction 9193 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator18D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:37:074STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:37:074STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:39:144STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:40:900STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:40:900STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:40:975STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:41:607STACKGoToAndExecutePreprocessor

DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:42:546STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury5').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:42:546STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury5').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:42:699STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury9').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:42:699STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury9').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:42:757STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury15').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:42:757STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury15').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:45:698STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:45:698STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:45:698STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:04:13:503STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

23:04:14:869STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
NotificationPanelEncounterSetup+c__Iterator38C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:08:08:891STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.

Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo)
NotificationPanelDiplomaticInteraction+c__Iterator37D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiNotification:OnOpenChange()
Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiNotification:ReleaseEvent()
Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo)
NotificationPanelBase:OnDismissCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

23:09:24:816STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

GameServerState_Turn_Finished+c__Iterator24E:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:24:816STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,,,,NavyFortress,,,,,,,

GameServerState_Turn_Finished+c__Iterator24E:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:27:957STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator611:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:27:957STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMezari

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:27:957STACK[Desync] 'PointOfInterest#840' has been reattached to 'City#2192' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:27:957STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMezari

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:27:957STACK[Desync] 'PointOfInterest#809' has been reattached to 'City#6652' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:27:957STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMezari

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:27:958STACK[Desync] 'PointOfInterest#428' has been reattached to 'City#8018' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:30:563STACK[Net] Transition is synced.

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

23:09:30:563STACK[Dump] SynchronizationState = Unset

GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:30:563STACK[Trans] False

GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:30:563STACK[Dump] SynchronizationState = Unset

GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:30:563STACK[Trans] False

GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:30:639STACKGameServerState_Turn_Begin.

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

23:09:30:639STACKContract 9183 pass from state Proposed to state Refused.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator5CE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:32:655STACKGameServerState_Turn_AI.

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

23:09:32:655STACKChanging ai state of empire (index: 5, from: 'Dead', to: 'EmpireControlledByAI').

GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:32:655STACKAIMaster AIPlayer: Empire 5 change its state from Dead to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:35:817STACKCan't find resource location 'Production' (reference location: City#5163).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:09:35:817STACKCan't find resource location 'Production' (reference location: City#4467).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:09:36:466STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:09:36:466STACKCan't find resource location 'Production' (reference location: City#2616).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:09:36:466STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:09:37:299STACKCan't find resource location 'Production' (reference location: City#3984).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:09:37:299STACKCan't find resource location 'Production' (reference location: City#2991).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:09:37:299STACKAIMaster AIPlayer: Empire 5 change its state from EmpireControlledByAI to Dead.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:09:37:649STACKCan't find resource location 'Production' (reference location: City#5604).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:09:37:649STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:09:37:649STACKCan't find resource location 'Production' (reference location: City#1983).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:09:37:649STACKCan't find resource location 'Production' (reference location: City#4506).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:09:37:649STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:09:37:649STACKCan't find resource location 'Production' (reference location: City#5373).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:09:37:650STACKCan't find resource location 'Production' (reference location: City#2559).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:09:38:182STACKCan't find resource location 'Production' (reference location: City#5271).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:09:38:182STACKCan't find resource location 'Production' (reference location: City#6504).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:09:38:232STACKGameServerState_Turn_Main.

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

23:09:39:013STACKGameClientState_Turn_Begin.

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

23:09:39:013STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 4.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:39:013STACKQuest 'SideQuestPOI#0005', Timer '$TimeBeforeReset' eleapsedTurn = 3.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:39:064STACKGameClientState_Turn_Main.

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

23:09:39:064STACKUpdateArmyObjective.Initialize

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClient+c__Iterator60A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:43:029STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:43:029STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:45:566STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:45:566STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:45:566STACKThe construction 9187 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator18D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:48:722STACKGotoAndAttack Preprocessor. Attacker=9184, Defender=9212.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:48:741STACKArmyGoToAndAttackInstruction: lock target 9212.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:50:193STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:50:193STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:50:752STACKArmyGoToAndAttackInstruction: Attack target: 9212

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:50:752STACKArmyGoToAndAttackInstruction: Unlock target 9212.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:51:021STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_MoveEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:51:021STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action_GeneratePath:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:51:021STACKPreprocessor failed because the tile (35,17) is not passable for army 9185.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:51:021STACKPreprocessor failed because the tile (35,17) is not stopable for army 9185.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:52:340STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:52:340STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury5').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:52:340STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury5').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:52:368STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:52:368STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:54:216STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:54:216STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:54:834STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:56:444STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:56:444STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:56:444STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:56:444STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:56:477STACKEventBoosterActivated! (booster definition name: 'BoosterFood').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:56:477STACKEventBoosterStarted! (booster definition name: 'BoosterFood').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:58:303STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:58:303STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:58:822STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
NotificationPanelEncounterSetup+c__Iterator38C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA4:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:09:59:042STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:00:123STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:00:124STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:00:124STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:01:835STACKThe construction 9141 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator18D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:02:199STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:03:527STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:03:868STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:04:934STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:06:802STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:09:769STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:12:766STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:15:699STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:18:707STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:21:665STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:24:669STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:27:635STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:30:617STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:33:566STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:36:566STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:39:532STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:42:518STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:45:482STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:48:484STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:51:466STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:54:435STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:57:398STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:00:350STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:03:300STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:06:301STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:09:305STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:12:320STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:15:392STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:18:606STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:21:652STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:24:613STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:27:774STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:30:884STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:33:906STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:36:915STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:39:852STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:42:916STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:45:946STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:48:846STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:51:803STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:54:703STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:57:752STACK$Army locked or in encounter

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:13:307STACKGoToAndExecutePreprocessor

DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:28:107STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

23:14:51:495STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

GameServerState_Turn_Finished+c__Iterator24E:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:51:495STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_BesiegeCityDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,,,,,,,,,,,,,,

GameServerState_Turn_Finished+c__Iterator24E:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:53:697STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator611:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:53:698STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:53:698STACK[Desync] 'PointOfInterest#862' has been reattached to 'City#4137' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:53:698STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:53:698STACK[Desync] 'PointOfInterest#288' has been reattached to 'City#3007' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator195:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:53:698STACK[Net,Client] Dropped order OrderRemoveAffinityStrategicResource (GameClientState_Turn_End)

GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
PlayerController:PostOrder(System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorBE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:53:698STACK[Net,Client] Dropped order OrderRemoveAffinityStrategicResource (GameClientState_Turn_End)

GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
PlayerController:PostOrder(System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorBE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:56:123STACK[Net] Transition is synced.

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

23:14:56:171STACKGameServerState_Turn_Begin.

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

23:14:58:068STACKGameServerState_Turn_AI.

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

23:14:58:068STACKChanging ai state of empire (index: 5, from: 'Dead', to: 'EmpireControlledByAI').

GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:58:068STACKAIMaster AIPlayer: Empire 5 change its state from Dead to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_AI+c__Iterator618:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:01:112STACKCan't find resource location 'Production' (reference location: City#4467).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:15:01:112STACKCan't find resource location 'Production' (reference location: City#5163).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:15:01:802STACKCan't find resource location 'Production' (reference location: City#2616).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:15:01:803STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:15:01:803STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:15:02:971STACKCan't find resource location 'Production' (reference location: City#2991).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:15:02:971STACKCan't find resource location 'Production' (reference location: City#3984).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:15:02:971STACKAIMaster AIPlayer: Empire 5 change its state from EmpireControlledByAI to Dead.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:15:03:392STACKCan't find resource location 'Production' (reference location: City#1983).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:15:03:392STACKCan't find resource location 'Production' (reference location: City#4506).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:15:03:392STACKCan't find resource location 'Production' (reference location: City#3007).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:15:03:392STACKCan't find resource location 'Production' (reference location: City#5604).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:15:03:392STACKCan't find resource location 'Production' (reference location: City#3150).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:15:03:392STACKCan't find resource location 'Production' (reference location: City#5373).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:15:03:392STACKCan't find resource location 'Production' (reference location: City#2559).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:15:03:934STACKCan't find resource location 'Production' (reference location: City#5271).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:15:03:934STACKCan't find resource location 'Production' (reference location: City#6504).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:15:03:969STACKGameServerState_Turn_Main.

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

23:15:04:666STACKGameClientState_Turn_Begin.

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

23:15:04:666STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 1.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:04:666STACKQuest 'SideQuestPOI#0005', Timer '$TimeBeforeReset' eleapsedTurn = 4.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator610:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:04:718STACKGameClientState_Turn_Main.

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

23:15:05:556STACKGotoAndAttack Preprocessor. Attacker=8669, Defender=9123.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:05:575STACKArmyGoToAndAttackInstruction: lock target 9123.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:07:583STACKArmyGoToAndAttackInstruction: Unlock target 9123.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:08:510STACKLOCKING: AICommanderMission_DefenseRoaming tries to recruit Army assigned to AICommanderMission_FrontierHarass

AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
AICommanderMission:TryGetArmyData()
AICommanderMissionWithRequestArmy:TryGetArmyData()
AICommanderMission:Initializing()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:08:677STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:08:677STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:08:731STACKEventBoosterActivated! (booster definition name: 'BoosterStrategic2').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:08:732STACKEventBoosterStarted! (booster definition name: 'BoosterStrategic2').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:11:512STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:11:512STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:11:533STACKGotoAndAttack Preprocessor. Attacker=8669, Defender=9123.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:16:301STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:18:629STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:18:650STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:20:526STACKBefore 1691 to 0: 1er Légion Bois (9271) at -1 1er Légion Fer (8796) at 0 Lertan (1691) at 1

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:20:526STACKAfter: 1er Légion Bois (9271) at -1 1er Légion Fer (8796) at 1 Lertan (1691) at 0

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:20:747STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:20:815STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:20:815STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:22:741STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:22:742STACKEventBoosterActivated! (booster definition name: 'BoosterStrategic1').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:22:742STACKEventBoosterStarted! (booster definition name: 'BoosterStrategic1').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:24:653STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:24:653STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:24:653STACKThe construction 9197 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator18D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:24:698STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:25:592STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #3, context: 'City#5373'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapCityOwner(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:26:672STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:26:672STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:26:699STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:30:066STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:31:518STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:31:518STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:31:518STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:31:518STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:31:518STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:49:638STACKGoToAndExecutePreprocessor

DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()