First round. Result of this was Faeryl Viconia going for Calendar. [996106.938] TECH_ANCIENT_CHANTS [996106.938] Random value: 937 [996106.938] Tech enables a building! Value is now 1337 [996106.938] After Projects, value is now 1337 [996106.938] Now adding weight, which is: 0. New value is: 1337 [996106.938] After adding flavours we're at 1657 [996106.938] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 118357. [996106.938] *** This is our new best value! *** [996106.938] TECH_ANIMAL_HUSBANDRY [996106.938] Random value: 1821 [996106.938] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [996106.938] It's not NO_IMPROVEMENT (+100) [996106.938] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 300 [996107.000] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 300 [996107.000] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 300 [996107.000] We found one build option which has this tech as prereq! (+200). iBuildValue is now 500 [996107.000] It's not NO_IMPROVEMENT (+100) [996107.000] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 600 [996107.000] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 600 [996107.000] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 600 [996107.000] We don't have any workers; cut the build value in half. It is now: 300 [996107.000] Done with build options. buildValue was added to iValue. iValue is now 2121 [996107.000] This tech reveals a bonus (+200). Also adding bonusVal as calculated in CvPlayerAI.cpp. In this case AI_bonusVal * 50 is 1400. New iValue is 3721 [996107.000] Tech enables a building! Value is now 4121 [996107.000] After Projects, value is now 4121 [996107.000] Now adding weight, which is: 0. New value is: 4121 [996107.000] After adding flavours we're at 4361 [996107.000] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 256529. [996107.000] *** This is our new best value! *** [996107.000] TECH_ARCHERY [996107.000] Random value: 227 [996107.000] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 427 [996107.000] This is a CITY_DEFENSE unit. +800/400 plus 400 if we have more than one city or plus 200 if we have only one city to military, +200 to value if we haven't met anyone yet, +800 if we have. military and value are now 600 and 627 [996107.000] We've not met anyone yet. Halve the military value of the unit. It is now 300 [996107.000] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 200 [996107.000] MilitaryValue added to Value. Value is now 827 [996107.000] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1027 [996107.000] Tech enables a building! Value is now 1427 [996107.000] After Projects, value is now 1427 [996107.000] Now adding weight, which is: 10. New value is: 1437 [996107.000] After adding flavours we're at 1717 [996107.000] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 53656. [996107.000] TECH_BRONZE_WORKING [996107.000] Random value: 1042 [996107.000] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1242 [996107.000] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1442 [996107.000] This is a unit used mainly for attacking. +100 to Value and 600/300 (depending on whether we have a war plan or not) on military value. iValue is now 1542 and military value is now 300 [996107.000] We've not met anyone yet. Halve the military value of the unit. It is now 150 [996107.000] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 100 [996107.000] MilitaryValue added to Value. Value is now 1642 [996107.000] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 1842 [996107.000] Tech enables a building! Value is now 2242 [996107.000] Tech enables a building! Value is now 2642 [996107.000] After Projects, value is now 2642 [996107.000] Now adding weight, which is: 10. New value is: 2652 [996107.000] After adding flavours we're at 3092 [996107.000] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 96625. [996107.000] TECH_CALENDAR [996107.000] Random value: 1809 [996107.000] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [996107.000] It's not NO_IMPROVEMENT (+100) [996107.000] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 300 [996107.000] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 300 [996107.000] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 5760 [996107.000] We found one build option which has this tech as prereq! (+200). iBuildValue is now 5960 [996107.000] It's not NO_IMPROVEMENT (+100) [996107.000] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 6060 [996107.000] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 6060 [996107.000] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 11520 [996107.000] We don't have any workers; cut the build value in half. It is now: 5760 [996107.000] Done with build options. buildValue was added to iValue. iValue is now 7569 [996107.000] Tech enables a building! Value is now 7969 [996107.000] After Projects, value is now 7969 [996107.000] Now adding weight, which is: 0. New value is: 7969 [996107.000] After adding flavours we're at 7969 [996107.000] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 468764. [996107.000] *** This is our new best value! *** [996107.000] TECH_CARTOGRAPHY [996107.000] Random value: 801 [996107.000] Tech allows map trading (+100). [996107.000] And capital is alone (+400). [996107.000] iValue is now 1301 [996107.000] Tech enables a building! Value is now 1701 [996107.000] After Projects, value is now 1701 [996107.000] Now adding weight, which is: 0. New value is: 1701 [996107.000] After adding flavours we're at 2501 [996107.000] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 166733. [996107.000] TECH_CODE_OF_LAWS [996107.000] Random value: 36 [996107.000] Tech enables a building! Value is now 436 [996107.000] After Projects, value is now 436 [996107.000] This tech enables a new civic! (+200) Value is now 636 [996107.000] Now adding weight, which is: 0. New value is: 636 [996107.000] After adding flavours we're at 636 [996107.000] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 19875. [996107.000] TECH_CONSTRUCTION [996107.000] Random value: 1972 [996107.000] Tech allows bridge building (+200). New iValue is 2172 [996107.000] Tech allows irrgiation spreading (+400). New iValue is 2572 [996107.000] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2772 [996107.000] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2972 [996107.000] This is a ATTACK_CITY unit. +800/400 to military, +100 to value. military and value are now 400 and 3072 [996107.000] We've not met anyone yet. Halve the military value of the unit. It is now 200 [996107.000] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 133 [996107.000] MilitaryValue added to Value. Value is now 3205 [996107.000] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 3405 [996107.000] Tech enables a building! Value is now 3805 [996107.000] After Projects, value is now 3805 [996107.000] Now adding weight, which is: 0. New value is: 3805 [996107.000] After adding flavours we're at 4045 [996107.000] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 126406. [996107.000] TECH_EDUCATION [996107.000] Random value: 149 [996107.000] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [996107.000] It's not NO_IMPROVEMENT (+100) [996107.000] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 500 [996107.000] Found one terrain on which this improvement can be built (+50). iBuildValue is now 550 [996107.000] Found one terrain on which this improvement can be built (+50). iBuildValue is now 600 [996107.000] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 650 [996107.000] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 700 [996107.000] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 860 [996107.000] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 860 [996107.000] We found one build option which has this tech as prereq! (+200). iBuildValue is now 1060 [996107.000] It's not NO_IMPROVEMENT (+100) [996107.000] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 1360 [996107.000] Found one terrain on which this improvement can be built (+50). iBuildValue is now 1410 [996107.000] Found one terrain on which this improvement can be built (+50). iBuildValue is now 1460 [996107.000] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 1510 [996107.000] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 1560 [996107.000] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 1720 [996107.000] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 1720 [996107.000] We don't have any workers; cut the build value in half. It is now: 860 [996107.000] Done with build options. buildValue was added to iValue. iValue is now 1009 [996107.000] After Projects, value is now 1009 [996107.000] This tech enables a new civic! (+200) Value is now 1209 [996107.000] This tech enables a new civic! (+200) Value is now 1409 [996107.000] VOODOO! +800 2209 [996107.000] Now adding weight, which is: 0. New value is: 2209 [996107.000] After adding flavours we're at 3269 [996107.000] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 148590. [996107.000] TECH_FESTIVALS [996107.000] Random value: 1976 [996107.000] Tech enables a building! Value is now 2376 [996107.000] Tech enables a building! Value is now 2776 [996107.000] After Projects, value is now 2776 [996107.000] Now adding weight, which is: 0. New value is: 2776 [996107.000] After adding flavours we're at 3176 [996107.000] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 186823. [996107.000] TECH_FISHING [996107.000] Random value: 1569 [996107.000] Tech allows working sea tiles (+600). New iValue is 2169 [996107.000] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [996107.000] It's not NO_IMPROVEMENT (+100) [996107.000] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 300 [996107.000] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 300 [996107.000] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 300 [996107.000] We don't have any workers; cut the build value in half. It is now: 150 [996107.000] Done with build options. buildValue was added to iValue. iValue is now 2319 [996107.000] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2519 [996107.000] This is a WORKER_SEA unit. +400 to value if we have coastal cities (which we do). military and value are now 0 and 2919 [996107.000] We've not met anyone yet. Halve the military value of the unit. It is now 0 [996107.000] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 0 [996107.000] MilitaryValue added to Value. Value is now 2919 [996107.000] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 3119 [996107.000] Tech enables a building! Value is now 3519 [996107.000] After Projects, value is now 3519 [996107.000] Now adding weight, which is: 0. New value is: 3519 [996107.000] After adding flavours we're at 3899 [996107.000] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 229352. [996107.000] TECH_HORSEBACK_RIDING [996107.000] Random value: 533 [996107.000] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 733 [996107.000] This is a unit used mainly for attacking. +100 to Value and 600/300 (depending on whether we have a war plan or not) on military value. iValue is now 833 and military value is now 300 [996107.000] We've not met anyone yet. Halve the military value of the unit. It is now 150 [996107.000] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 100 [996107.000] MilitaryValue added to Value. Value is now 933 [996107.000] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 1133 [996107.000] Tech enables a building! Value is now 1533 [996107.000] After Projects, value is now 1533 [996107.000] Now adding weight, which is: 4. New value is: 1537 [996107.000] After adding flavours we're at 1837 [996107.000] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 57406. [996107.000] TECH_HUNTING [996107.000] Random value: 573 [996107.000] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [996107.000] It's not NO_IMPROVEMENT (+100) [996107.000] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 300 [996107.000] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 300 [996107.000] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 300 [996107.000] We don't have any workers; cut the build value in half. It is now: 150 [996107.000] Done with build options. buildValue was added to iValue. iValue is now 723 [996107.000] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 923 [996107.000] This is a DEFENSE_AIR unit. +600 if warplan, +400 if not. military and value are now 400 and 923 [996107.000] We've not met anyone yet. Halve the military value of the unit. It is now 200 [996107.000] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 133 [996107.000] MilitaryValue added to Value. Value is now 1056 [996107.000] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 1256 [996107.000] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1456 [996107.000] This is a EXPLORE unit. +100 to value if we only have a capital, +200 if we have more cities. military and value are now 0 and 1556 [996107.000] We've not met anyone yet. Halve the military value of the unit. It is now 0 [996107.000] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 0 [996107.000] MilitaryValue added to Value. Value is now 1556 [996107.000] Tech enables a building! Value is now 1956 [996107.000] After Projects, value is now 1956 [996107.000] Now adding weight, which is: 0. New value is: 1956 [996107.000] After adding flavours we're at 2196 [996107.000] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 115578. [996107.000] TECH_KNOWLEDGE_OF_THE_ETHER [996107.000] Random value: 541 [996107.000] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 741 [996107.000] This is a RESERVE unit. +200/100 to military, +0 to value. military and value are now 100 and 741 [996107.000] We've not met anyone yet. Halve the military value of the unit. It is now 50 [996107.000] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 33 [996107.000] MilitaryValue added to Value. Value is now 774 [996107.000] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 974 [996107.000] Tech enables a building! Value is now 1374 [996107.000] Tech enables a building! Value is now 1774 [996107.000] After Projects, value is now 1774 [996107.000] Now adding weight, which is: 0. New value is: 1774 [996107.000] After adding flavours we're at 2854 [996107.000] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 89187. [996107.000] TECH_MASONRY [996107.000] Random value: 492 [996107.000] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [996107.000] It's not NO_IMPROVEMENT (+100) [996107.000] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 300 [996107.000] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 300 [996107.000] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 300 [996107.000] We don't have any workers; cut the build value in half. It is now: 150 [996107.000] Done with build options. buildValue was added to iValue. iValue is now 642 [996107.000] Tech enables a building! Value is now 1042 [996107.000] Tech enables a building! Value is now 1442 [996107.000] After Projects, value is now 1442 [996107.000] Now adding weight, which is: 0. New value is: 1442 [996107.000] After adding flavours we're at 1922 [996107.000] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 128133. [996107.000] TECH_MINING [996107.000] Random value: 448 [996107.000] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [996107.000] It's not NO_IMPROVEMENT (+100) [996107.000] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 400 [996107.000] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 840 [996107.000] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 840 [996107.000] We found one build option which has this tech as prereq! (+200). iBuildValue is now 1040 [996107.000] It's not NO_IMPROVEMENT (+100) [996107.000] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 1240 [996107.000] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 1680 [996107.000] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 1680 [996107.000] We don't have any workers; cut the build value in half. It is now: 840 [996107.000] Done with build options. buildValue was added to iValue. iValue is now 1288 [996107.000] This tech reveals a bonus (+200). Also adding bonusVal as calculated in CvPlayerAI.cpp. In this case AI_bonusVal * 50 is 2300. New iValue is 3788 [996107.000] After Projects, value is now 3788 [996107.000] Now adding weight, which is: 0. New value is: 3788 [996107.000] After adding flavours we're at 4088 [996107.000] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 240470. [996107.000] TECH_MYSTICISM [996107.000] Random value: 326 [996107.000] Tech enables a building! Value is now 726 [996107.000] Tech enables a building! Value is now 1126 [996107.000] After Projects, value is now 1126 [996107.000] This tech enables a new civic! (+200) Value is now 1326 [996107.000] VOODOO! +800 2126 [996107.000] Now adding weight, which is: 0. New value is: 2126 [996107.000] After adding flavours we're at 2446 [996107.000] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 128736. [996107.000] TECH_OPTICS [996107.000] Random value: 1343 [996107.000] Tech adds extra sight over water. (+100) [996107.000] And our capital is alone. (+400) [996107.000] iValue is now 1843 [996107.000] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2043 [996107.000] This is a ATTACK_SEA unit. +300 to military if we have a warplan, +200 if not. military and value are now 200 and 2043 [996107.000] We've not met anyone yet. Halve the military value of the unit. It is now 100 [996107.000] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 66 [996107.000] MilitaryValue added to Value. Value is now 2109 [996107.000] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 2309 [996107.000] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2509 [996107.000] This is a ATTACK_SEA unit. +400 to military if warplan or capital alone, +200 if none of these. military and value are now 400 and 2509 [996107.000] We've not met anyone yet. Halve the military value of the unit. It is now 200 [996107.000] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 133 [996107.000] MilitaryValue added to Value. Value is now 2642 [996107.000] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 2842 [996107.000] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 3042 [996107.000] This is a EXPLORE_SEA unit. +1800 to value if capitalalone, +600 if not. military and value are now 0 and 4842 [996107.000] We've not met anyone yet. Halve the military value of the unit. It is now 0 [996107.000] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 0 [996107.000] MilitaryValue added to Value. Value is now 4842 [996107.000] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 5042 [996107.000] This is a EXPLORE_SEA unit. New value is 5842 [996107.000] After Projects, value is now 5842 [996107.000] Now adding weight, which is: 0. New value is: 5842 [996107.000] After adding flavours we're at 6642 [996107.000] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 112576. [996107.000] TECH_PHILOSOPHY [996107.000] Random value: 1120 [996107.000] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1320 [996107.000] This is a EXPLORE unit. +100 to value if we only have a capital, +200 if we have more cities. military and value are now 0 and 1420 [996107.000] We've not met anyone yet. Halve the military value of the unit. It is now 0 [996107.000] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 0 [996107.000] MilitaryValue added to Value. Value is now 1420 [996107.000] Tech enables a building! Value is now 1820 [996107.000] After Projects, value is now 1820 [996107.000] Now adding weight, which is: 0. New value is: 1820 [996107.000] After adding flavours we're at 2360 [996107.000] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 73750. [996107.000] TECH_POISONS [996107.000] Random value: 341 [996107.000] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 541 [996107.000] This is a EXPLORE unit. +100 to value if we only have a capital, +200 if we have more cities. military and value are now 0 and 641 [996107.000] We've not met anyone yet. Halve the military value of the unit. It is now 0 [996107.000] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 0 [996107.000] MilitaryValue added to Value. Value is now 641 [996107.000] After Projects, value is now 641 [996107.000] Now adding weight, which is: 0. New value is: 641 [996107.000] After adding flavours we're at 961 [996107.000] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 16288. [996107.000] TECH_SAILING [996107.000] Random value: 1980 [996107.000] Tech adds trade over water. [996107.000] Added 0 for potential foreign trade cities. New iValue is 1980 [996107.000] And we have coastal cities. (+200) [996107.000] After adding another 200 (800 if capital alone), we arrive at a new iValue: 2980 [996107.000] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [996107.000] It's not NO_IMPROVEMENT (+100) [996107.000] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 300 [996107.000] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 300 [996107.000] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 300 [996107.000] We don't have any workers; cut the build value in half. It is now: 150 [996107.000] Done with build options. buildValue was added to iValue. iValue is now 3130 [996107.000] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 3330 [996107.000] This is a ATTACK_SEA unit. +300 to military if we have a warplan, +200 if not. military and value are now 200 and 3330 [996107.000] We've not met anyone yet. Halve the military value of the unit. It is now 100 [996107.000] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 66 [996107.000] MilitaryValue added to Value. Value is now 3396 [996107.000] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 3596 [996107.000] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 3796 [996107.000] This is a ATTACK_SEA unit. +300 to military if we have a warplan, +200 if not. military and value are now 200 and 3796 [996107.000] We've not met anyone yet. Halve the military value of the unit. It is now 100 [996107.000] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 66 [996107.000] MilitaryValue added to Value. Value is now 3862 [996107.000] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 4062 [996107.000] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 4262 [996107.000] This is a ATTACK_SEA unit. +300 to military if we have a warplan, +200 if not. military and value are now 200 and 4262 [996107.000] We've not met anyone yet. Halve the military value of the unit. It is now 100 [996107.000] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 66 [996107.000] MilitaryValue added to Value. Value is now 4328 [996107.000] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 4528 [996107.000] Tech enables a building! Value is now 4928 [996107.000] Tech enables a building! Value is now 5328 [996107.000] After Projects, value is now 5328 [996107.000] Now adding weight, which is: 0. New value is: 5328 [996107.000] After adding flavours we're at 6008 [996107.000] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 187750. [996107.000] TECH_SANITATION [996107.000] Random value: 185 [996107.000] Tech enables a building! Value is now 585 [996107.000] Tech enables a building! Value is now 985 [996107.000] Tech enables a building! Value is now 1385 [996107.000] After Projects, value is now 1385 [996107.000] Now adding weight, which is: 0. New value is: 1385 [996107.000] After adding flavours we're at 1765 [996107.000] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 29915. [996107.000] TECH_SEAFARING [996107.000] Random value: 1426 [996107.000] Tech adds extra moves for one domain. New iValue is 1626 [996107.000] This tech reveals a bonus (+200). Also adding bonusVal as calculated in CvPlayerAI.cpp. In this case AI_bonusVal * 50 is 500. New iValue is 2326 [996107.000] After Projects, value is now 2326 [996107.000] Now adding weight, which is: 0. New value is: 2326 [996107.000] After adding flavours we're at 2326 [996107.000] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 387666. [996107.000] TECH_SMELTING [996107.000] Random value: 933 [996107.000] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [996107.000] It's not NO_IMPROVEMENT (+100) [996107.000] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 500 [996107.000] Found one terrain on which this improvement can be built (+50). iBuildValue is now 550 [996107.000] Found one terrain on which this improvement can be built (+50). iBuildValue is now 600 [996107.000] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 650 [996107.000] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 700 [996107.000] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 720 [996107.000] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 720 [996107.000] We don't have any workers; cut the build value in half. It is now: 360 [996107.000] Done with build options. buildValue was added to iValue. iValue is now 1293 [996107.000] This tech reveals a bonus (+200). Also adding bonusVal as calculated in CvPlayerAI.cpp. In this case AI_bonusVal * 50 is 3050. New iValue is 4543 [996107.000] After Projects, value is now 4543 [996107.000] Now adding weight, which is: 0. New value is: 4543 [996107.000] After adding flavours we're at 4583 [996107.000] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 77677. [996107.000] TECH_STIRRUPS [996107.000] Random value: 1781 [996107.000] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1981 [996107.000] This is a unit used mainly for attacking. +100 to Value and 600/300 (depending on whether we have a war plan or not) on military value. iValue is now 2081 and military value is now 300 [996107.000] We've not met anyone yet. Halve the military value of the unit. It is now 150 [996107.000] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 100 [996107.000] MilitaryValue added to Value. Value is now 2181 [996107.000] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 2381 [996107.000] After Projects, value is now 2381 [996107.000] Now adding weight, which is: 0. New value is: 2381 [996107.000] After adding flavours we're at 2461 [996107.000] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 21778. [996107.000] TECH_TRACKING [996107.000] Random value: 1232 [996107.000] After Projects, value is now 1232 [996107.000] Now adding weight, which is: 0. New value is: 1232 [996107.000] After adding flavours we're at 1672 [996107.000] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 52250. [996107.000] TECH_WRITING [996107.000] Random value: 1283 [996107.000] Tech enables a building! Value is now 1683 [996107.000] Tech enables a building! Value is now 2083 [996107.000] After Projects, value is now 2083 [996107.000] All new processes that were added by this tech have been accounted for. Value is now 2183 [996107.000] All new processes that were added by this tech have been accounted for. Value is now 2433 [996107.000] All new processes that were added by this tech have been accounted for. Value is now 2433 [996107.000] Now adding weight, which is: 0. New value is: 2433 [996107.000] After adding flavours we're at 3673 [996107.000] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 114781. =========================== AI now going for mining, after this: [996553.500] TECH_ANCIENT_CHANTS [996553.500] Random value: 65 [996553.500] Tech enables a building! Value is now 465 [996553.500] After Projects, value is now 465 [996553.500] Now adding weight, which is: 0. New value is: 465 [996553.500] After adding flavours we're at 785 [996553.500] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 56071. [996553.500] *** This is our new best value! *** [996553.500] TECH_ANIMAL_HUSBANDRY [996553.500] Random value: 8 [996553.500] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [996553.500] It's not NO_IMPROVEMENT (+100) [996553.500] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 300 [996553.500] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 300 [996553.500] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 300 [996553.500] We found one build option which has this tech as prereq! (+200). iBuildValue is now 500 [996553.500] It's not NO_IMPROVEMENT (+100) [996553.500] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 600 [996553.500] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 600 [996553.500] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 600 [996553.500] Done with build options. buildValue was added to iValue. iValue is now 608 [996553.500] This tech reveals a bonus (+200). Also adding bonusVal as calculated in CvPlayerAI.cpp. In this case AI_bonusVal * 50 is 1400. New iValue is 2208 [996553.500] Tech enables a building! Value is now 2608 [996553.500] After Projects, value is now 2608 [996553.500] Now adding weight, which is: 0. New value is: 2608 [996553.500] After adding flavours we're at 2848 [996553.500] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 167529. [996553.500] *** This is our new best value! *** [996553.500] TECH_ARCHERY [996553.500] Random value: 1841 [996553.500] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2041 [996553.500] This is a CITY_DEFENSE unit. +800/400 plus 400 if we have more than one city or plus 200 if we have only one city to military, +200 to value if we haven't met anyone yet, +800 if we have. military and value are now 600 and 2241 [996553.500] We've not met anyone yet. Halve the military value of the unit. It is now 300 [996553.500] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 200 [996553.500] MilitaryValue added to Value. Value is now 2441 [996553.500] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2641 [996553.500] Tech enables a building! Value is now 3041 [996553.500] After Projects, value is now 3041 [996553.500] Now adding weight, which is: 10. New value is: 3051 [996553.500] After adding flavours we're at 3331 [996553.500] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 104093. [996553.500] TECH_BRONZE_WORKING [996553.500] Random value: 1778 [996553.500] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1978 [996553.500] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2178 [996553.500] This is a unit used mainly for attacking. +100 to Value and 600/300 (depending on whether we have a war plan or not) on military value. iValue is now 2278 and military value is now 300 [996553.500] We've not met anyone yet. Halve the military value of the unit. It is now 150 [996553.500] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 100 [996553.500] MilitaryValue added to Value. Value is now 2378 [996553.500] Tech enables a building! Value is now 2778 [996553.500] Tech enables a building! Value is now 3178 [996553.500] After Projects, value is now 3178 [996553.500] Now adding weight, which is: 10. New value is: 3188 [996553.500] After adding flavours we're at 3628 [996553.500] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 113375. [996553.500] TECH_CARTOGRAPHY [996553.500] Random value: 1787 [996553.500] Tech allows map trading (+100). [996553.500] And capital is alone (+400). [996553.500] iValue is now 2287 [996553.500] Tech enables a building! Value is now 2687 [996553.500] After Projects, value is now 2687 [996553.500] Now adding weight, which is: 0. New value is: 2687 [996553.500] After adding flavours we're at 3487 [996553.500] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 232466. [996553.500] *** This is our new best value! *** [996553.500] TECH_CODE_OF_LAWS [996553.500] Random value: 486 [996553.500] Tech enables a building! Value is now 886 [996553.500] After Projects, value is now 886 [996553.500] This tech enables a new civic! (+200) Value is now 1086 [996553.500] Now adding weight, which is: 0. New value is: 1086 [996553.500] After adding flavours we're at 1086 [996553.500] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 33937. [996553.500] TECH_CONSTRUCTION [996553.500] Random value: 845 [996553.500] Tech allows bridge building (+200). New iValue is 1045 [996553.500] Tech allows irrgiation spreading (+400). New iValue is 1445 [996553.500] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1645 [996553.500] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1845 [996553.500] This is a ATTACK_CITY unit. +800/400 to military, +100 to value. military and value are now 400 and 1945 [996553.500] We've not met anyone yet. Halve the military value of the unit. It is now 200 [996553.500] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 133 [996553.500] MilitaryValue added to Value. Value is now 2078 [996553.500] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 2278 [996553.500] Tech enables a building! Value is now 2678 [996553.500] After Projects, value is now 2678 [996553.500] Now adding weight, which is: 0. New value is: 2678 [996553.500] After adding flavours we're at 2918 [996553.500] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 91187. [996553.500] TECH_EDUCATION [996553.500] Random value: 981 [996553.500] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [996553.500] It's not NO_IMPROVEMENT (+100) [996553.500] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 500 [996553.500] Found one terrain on which this improvement can be built (+50). iBuildValue is now 550 [996553.500] Found one terrain on which this improvement can be built (+50). iBuildValue is now 600 [996553.500] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 650 [996553.500] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 700 [996553.500] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 860 [996553.500] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 860 [996553.500] We found one build option which has this tech as prereq! (+200). iBuildValue is now 1060 [996553.500] It's not NO_IMPROVEMENT (+100) [996553.500] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 1360 [996553.500] Found one terrain on which this improvement can be built (+50). iBuildValue is now 1410 [996553.500] Found one terrain on which this improvement can be built (+50). iBuildValue is now 1460 [996553.500] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 1510 [996553.500] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 1560 [996553.500] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 1720 [996553.500] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 1720 [996553.500] Done with build options. buildValue was added to iValue. iValue is now 2701 [996553.500] After Projects, value is now 2701 [996553.500] This tech enables a new civic! (+200) Value is now 2901 [996553.500] This tech enables a new civic! (+200) Value is now 3101 [996553.500] VOODOO! +800 3901 [996553.500] Now adding weight, which is: 0. New value is: 3901 [996553.500] After adding flavours we're at 4961 [996553.500] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 225500. [996553.500] TECH_FESTIVALS [996553.500] Random value: 905 [996553.500] Tech enables a building! Value is now 1305 [996553.500] Tech enables a building! Value is now 1705 [996553.500] After Projects, value is now 1705 [996553.500] Now adding weight, which is: 0. New value is: 1705 [996553.500] After adding flavours we're at 2105 [996553.500] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 123823. [996553.500] TECH_FISHING [996553.500] Random value: 1107 [996553.500] Tech allows working sea tiles (+600). New iValue is 1707 [996553.500] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [996553.500] It's not NO_IMPROVEMENT (+100) [996553.500] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 300 [996553.500] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 300 [996553.500] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 300 [996553.500] Done with build options. buildValue was added to iValue. iValue is now 2007 [996553.500] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2207 [996553.500] This is a WORKER_SEA unit. +400 to value if we have coastal cities (which we do). military and value are now 0 and 2607 [996553.500] We've not met anyone yet. Halve the military value of the unit. It is now 0 [996553.500] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 0 [996553.500] MilitaryValue added to Value. Value is now 2607 [996553.500] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 2807 [996553.500] Tech enables a building! Value is now 3207 [996553.500] After Projects, value is now 3207 [996553.500] Now adding weight, which is: 0. New value is: 3207 [996553.500] After adding flavours we're at 3587 [996553.500] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 211000. [996553.500] TECH_HORSEBACK_RIDING [996553.500] Random value: 725 [996553.500] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 925 [996553.500] This is a unit used mainly for attacking. +100 to Value and 600/300 (depending on whether we have a war plan or not) on military value. iValue is now 1025 and military value is now 300 [996553.500] We've not met anyone yet. Halve the military value of the unit. It is now 150 [996553.500] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 100 [996553.500] MilitaryValue added to Value. Value is now 1125 [996553.500] Tech enables a building! Value is now 1525 [996553.500] After Projects, value is now 1525 [996553.500] Now adding weight, which is: 4. New value is: 1529 [996553.500] After adding flavours we're at 1829 [996553.500] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 57156. [996553.500] TECH_HUNTING [996553.500] Random value: 1591 [996553.500] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [996553.500] It's not NO_IMPROVEMENT (+100) [996553.500] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 300 [996553.500] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 300 [996553.500] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 300 [996553.500] Done with build options. buildValue was added to iValue. iValue is now 1891 [996553.500] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2091 [996553.500] This is a DEFENSE_AIR unit. +600 if warplan, +400 if not. military and value are now 400 and 2091 [996553.500] We've not met anyone yet. Halve the military value of the unit. It is now 200 [996553.500] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 133 [996553.500] MilitaryValue added to Value. Value is now 2224 [996553.500] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 2424 [996553.500] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2624 [996553.500] This is a EXPLORE unit. +100 to value if we only have a capital, +200 if we have more cities. military and value are now 0 and 2724 [996553.500] We've not met anyone yet. Halve the military value of the unit. It is now 0 [996553.500] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 0 [996553.500] MilitaryValue added to Value. Value is now 2724 [996553.500] Tech enables a building! Value is now 3124 [996553.500] After Projects, value is now 3124 [996553.500] Now adding weight, which is: 0. New value is: 3124 [996553.500] After adding flavours we're at 3364 [996553.500] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 177052. [996553.500] TECH_KNOWLEDGE_OF_THE_ETHER [996553.500] Random value: 1171 [996553.500] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1371 [996553.500] This is a RESERVE unit. +200/100 to military, +0 to value. military and value are now 100 and 1371 [996553.500] We've not met anyone yet. Halve the military value of the unit. It is now 50 [996553.500] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 33 [996553.500] MilitaryValue added to Value. Value is now 1404 [996553.500] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 1604 [996553.500] Tech enables a building! Value is now 2004 [996553.500] Tech enables a building! Value is now 2404 [996553.500] After Projects, value is now 2404 [996553.500] Now adding weight, which is: 0. New value is: 2404 [996553.500] After adding flavours we're at 3484 [996553.500] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 108875. [996553.500] TECH_MASONRY [996553.500] Random value: 1023 [996553.500] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [996553.500] It's not NO_IMPROVEMENT (+100) [996553.500] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 300 [996553.500] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 300 [996553.500] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 300 [996553.500] Done with build options. buildValue was added to iValue. iValue is now 1323 [996553.500] Tech enables a building! Value is now 1723 [996553.500] Tech enables a building! Value is now 2123 [996553.500] After Projects, value is now 2123 [996553.500] Now adding weight, which is: 0. New value is: 2123 [996553.500] After adding flavours we're at 2603 [996553.500] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 173533. [996553.500] TECH_MINING [996553.500] Random value: 996 [996553.500] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [996553.500] It's not NO_IMPROVEMENT (+100) [996553.500] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 400 [996553.500] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 840 [996553.500] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 840 [996553.500] We found one build option which has this tech as prereq! (+200). iBuildValue is now 1040 [996553.500] It's not NO_IMPROVEMENT (+100) [996553.500] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 1240 [996553.500] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 1680 [996553.500] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 1680 [996553.500] Done with build options. buildValue was added to iValue. iValue is now 2676 [996553.500] This tech reveals a bonus (+200). Also adding bonusVal as calculated in CvPlayerAI.cpp. In this case AI_bonusVal * 50 is 2300. New iValue is 5176 [996553.500] After Projects, value is now 5176 [996553.500] Now adding weight, which is: 0. New value is: 5176 [996553.500] After adding flavours we're at 5476 [996553.500] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 365066. [996553.500] *** This is our new best value! *** [996553.500] TECH_MYSTICISM [996553.500] Random value: 1025 [996553.500] Tech enables a building! Value is now 1425 [996553.500] Tech enables a building! Value is now 1825 [996553.500] After Projects, value is now 1825 [996553.500] This tech enables a new civic! (+200) Value is now 2025 [996553.500] VOODOO! +800 2825 [996553.500] Now adding weight, which is: 0. New value is: 2825 [996553.500] After adding flavours we're at 3145 [996553.500] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 165526. [996553.500] TECH_OPTICS [996553.500] Random value: 1636 [996553.500] Tech adds extra sight over water. (+100) [996553.500] And our capital is alone. (+400) [996553.500] iValue is now 2136 [996553.500] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2336 [996553.500] This is a ATTACK_SEA unit. +300 to military if we have a warplan, +200 if not. military and value are now 200 and 2336 [996553.500] We've not met anyone yet. Halve the military value of the unit. It is now 100 [996553.500] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 66 [996553.500] MilitaryValue added to Value. Value is now 2402 [996553.500] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 2602 [996553.500] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2802 [996553.500] This is a ATTACK_SEA unit. +400 to military if warplan or capital alone, +200 if none of these. military and value are now 400 and 2802 [996553.500] We've not met anyone yet. Halve the military value of the unit. It is now 200 [996553.500] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 133 [996553.500] MilitaryValue added to Value. Value is now 2935 [996553.500] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 3135 [996553.500] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 3335 [996553.500] This is a EXPLORE_SEA unit. +1800 to value if capitalalone, +600 if not. military and value are now 0 and 5135 [996553.500] We've not met anyone yet. Halve the military value of the unit. It is now 0 [996553.500] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 0 [996553.500] MilitaryValue added to Value. Value is now 5135 [996553.500] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 5335 [996553.500] This is a EXPLORE_SEA unit. New value is 6135 [996553.500] After Projects, value is now 6135 [996553.500] Now adding weight, which is: 0. New value is: 6135 [996553.500] After adding flavours we're at 6935 [996553.500] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 117542. [996553.500] TECH_PHILOSOPHY [996553.500] Random value: 19 [996553.500] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 219 [996553.500] This is a EXPLORE unit. +100 to value if we only have a capital, +200 if we have more cities. military and value are now 0 and 319 [996553.500] We've not met anyone yet. Halve the military value of the unit. It is now 0 [996553.500] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 0 [996553.500] MilitaryValue added to Value. Value is now 319 [996553.500] Tech enables a building! Value is now 719 [996553.500] After Projects, value is now 719 [996553.500] Now adding weight, which is: 0. New value is: 719 [996553.500] After adding flavours we're at 1259 [996553.500] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 39343. [996553.500] TECH_POISONS [996553.500] Random value: 146 [996553.500] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 346 [996553.500] This is a EXPLORE unit. +100 to value if we only have a capital, +200 if we have more cities. military and value are now 0 and 446 [996553.500] We've not met anyone yet. Halve the military value of the unit. It is now 0 [996553.500] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 0 [996553.500] MilitaryValue added to Value. Value is now 446 [996553.500] After Projects, value is now 446 [996553.500] Now adding weight, which is: 0. New value is: 446 [996553.500] After adding flavours we're at 766 [996553.500] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 12983. [996553.500] TECH_SAILING [996553.500] Random value: 223 [996553.500] Tech adds trade over water. [996553.500] Added 0 for potential foreign trade cities. New iValue is 223 [996553.500] And we have coastal cities. (+200) [996553.500] After adding another 200 (800 if capital alone), we arrive at a new iValue: 1223 [996553.500] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [996553.500] It's not NO_IMPROVEMENT (+100) [996553.500] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 300 [996553.500] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 300 [996553.500] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 300 [996553.500] Done with build options. buildValue was added to iValue. iValue is now 1523 [996553.500] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1723 [996553.500] This is a ATTACK_SEA unit. +300 to military if we have a warplan, +200 if not. military and value are now 200 and 1723 [996553.500] We've not met anyone yet. Halve the military value of the unit. It is now 100 [996553.500] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 66 [996553.500] MilitaryValue added to Value. Value is now 1789 [996553.500] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 1989 [996553.500] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2189 [996553.500] This is a ATTACK_SEA unit. +300 to military if we have a warplan, +200 if not. military and value are now 200 and 2189 [996553.500] We've not met anyone yet. Halve the military value of the unit. It is now 100 [996553.500] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 66 [996553.500] MilitaryValue added to Value. Value is now 2255 [996553.500] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 2455 [996553.500] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2655 [996553.500] This is a ATTACK_SEA unit. +300 to military if we have a warplan, +200 if not. military and value are now 200 and 2655 [996553.500] We've not met anyone yet. Halve the military value of the unit. It is now 100 [996553.500] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 66 [996553.500] MilitaryValue added to Value. Value is now 2721 [996553.500] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 2921 [996553.500] Tech enables a building! Value is now 3321 [996553.500] Tech enables a building! Value is now 3721 [996553.500] After Projects, value is now 3721 [996553.500] Now adding weight, which is: 0. New value is: 3721 [996553.500] After adding flavours we're at 4401 [996553.500] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 137531. [996553.500] TECH_SANITATION [996553.500] Random value: 1077 [996553.500] Tech enables a building! Value is now 1477 [996553.500] Tech enables a building! Value is now 1877 [996553.500] Tech enables a building! Value is now 2277 [996553.500] After Projects, value is now 2277 [996553.500] Now adding weight, which is: 0. New value is: 2277 [996553.500] After adding flavours we're at 2657 [996553.500] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 45033. [996553.500] TECH_SEAFARING [996553.500] Random value: 191 [996553.500] Tech adds extra moves for one domain. New iValue is 391 [996553.500] This tech reveals a bonus (+200). Also adding bonusVal as calculated in CvPlayerAI.cpp. In this case AI_bonusVal * 50 is 500. New iValue is 1091 [996553.500] After Projects, value is now 1091 [996553.500] Now adding weight, which is: 0. New value is: 1091 [996553.500] After adding flavours we're at 1091 [996553.500] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 181833. [996553.500] TECH_SMELTING [996553.500] Random value: 1875 [996553.500] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [996553.500] It's not NO_IMPROVEMENT (+100) [996553.500] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 500 [996553.500] Found one terrain on which this improvement can be built (+50). iBuildValue is now 550 [996553.500] Found one terrain on which this improvement can be built (+50). iBuildValue is now 600 [996553.500] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 650 [996553.500] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 700 [996553.500] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 720 [996553.500] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 720 [996553.500] Done with build options. buildValue was added to iValue. iValue is now 2595 [996553.500] This tech reveals a bonus (+200). Also adding bonusVal as calculated in CvPlayerAI.cpp. In this case AI_bonusVal * 50 is 3050. New iValue is 5845 [996553.500] After Projects, value is now 5845 [996553.500] Now adding weight, which is: 0. New value is: 5845 [996553.500] After adding flavours we're at 5885 [996553.500] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 99745. [996553.500] TECH_STIRRUPS [996553.500] Random value: 152 [996553.500] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 352 [996553.500] This is a unit used mainly for attacking. +100 to Value and 600/300 (depending on whether we have a war plan or not) on military value. iValue is now 452 and military value is now 300 [996553.500] We've not met anyone yet. Halve the military value of the unit. It is now 150 [996553.500] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 100 [996553.500] MilitaryValue added to Value. Value is now 552 [996553.500] After Projects, value is now 552 [996553.500] Now adding weight, which is: 0. New value is: 552 [996553.500] After adding flavours we're at 632 [996553.500] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 5592. [996553.500] TECH_TRACKING [996553.500] Random value: 797 [996553.500] After Projects, value is now 797 [996553.500] Now adding weight, which is: 0. New value is: 797 [996553.500] After adding flavours we're at 1237 [996553.500] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 38656. [996553.500] TECH_WRITING [996553.500] Random value: 596 [996553.500] Tech enables a building! Value is now 996 [996553.500] Tech enables a building! Value is now 1396 [996553.500] After Projects, value is now 1396 [996553.500] All new processes that were added by this tech have been accounted for. Value is now 1496 [996553.500] All new processes that were added by this tech have been accounted for. Value is now 1746 [996553.500] All new processes that were added by this tech have been accounted for. Value is now 1746 [996553.500] Now adding weight, which is: 0. New value is: 1746 [996553.500] After adding flavours we're at 2986 [996553.500] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 93312. ========================= AI now going for Cartography (already discovered animal husbandry), after this: [996703.688] TECH_ANCIENT_CHANTS [996703.688] Random value: 1633 [996703.688] Tech enables a building! Value is now 2033 [996703.688] After Projects, value is now 2033 [996703.688] Now adding weight, which is: 0. New value is: 2033 [996703.688] After adding flavours we're at 2353 [996703.688] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 181000. [996703.688] *** This is our new best value! *** [996703.688] TECH_ANIMAL_HANDLING [996703.688] Random value: 1800 [996703.688] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2000 [996703.688] This is a EXPLORE unit. +100 to value if we only have a capital, +200 if we have more cities. military and value are now 0 and 2100 [996703.688] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 0 [996703.688] MilitaryValue added to Value. Value is now 2100 [996703.688] Tech enables a building! Value is now 2500 [996703.688] After Projects, value is now 2500 [996703.688] Now adding weight, which is: 0. New value is: 2500 [996703.688] After adding flavours we're at 2500 [996703.688] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 36764. [996703.688] TECH_ARCHERY [996703.688] Random value: 1357 [996703.688] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1557 [996703.688] This is a CITY_DEFENSE unit. +800/400 plus 400 if we have more than one city or plus 200 if we have only one city to military, +200 to value if we haven't met anyone yet, +800 if we have. military and value are now 600 and 2357 [996703.688] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 400 [996703.688] MilitaryValue added to Value. Value is now 2757 [996703.688] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2957 [996703.688] Tech enables a building! Value is now 3357 [996703.688] After Projects, value is now 3357 [996703.688] Now adding weight, which is: 10. New value is: 3367 [996703.688] After adding flavours we're at 3647 [996703.688] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 117645. [996703.688] TECH_BRONZE_WORKING [996703.688] Random value: 1479 [996703.688] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1679 [996703.688] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1879 [996703.688] This is a unit used mainly for attacking. +100 to Value and 600/300 (depending on whether we have a war plan or not) on military value. iValue is now 1979 and military value is now 300 [996703.688] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 200 [996703.688] MilitaryValue added to Value. Value is now 2179 [996703.688] Tech enables a building! Value is now 2579 [996703.688] Tech enables a building! Value is now 2979 [996703.688] After Projects, value is now 2979 [996703.688] Now adding weight, which is: 10. New value is: 2989 [996703.688] After adding flavours we're at 3429 [996703.688] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 127000. [996703.688] TECH_CARTOGRAPHY [996703.688] Random value: 1497 [996703.688] Tech allows map trading (+100). [996703.688] And capital is alone (+400). [996703.688] iValue is now 1997 [996703.688] Tech enables a building! Value is now 2397 [996703.688] After Projects, value is now 2397 [996703.688] Now adding weight, which is: 0. New value is: 2397 [996703.688] After adding flavours we're at 3197 [996703.688] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 228357. [996703.688] *** This is our new best value! *** [996703.688] TECH_CODE_OF_LAWS [996703.688] Random value: 1265 [996703.688] Tech enables a building! Value is now 1665 [996703.688] After Projects, value is now 1665 [996703.688] This tech enables a new civic! (+200) Value is now 1865 [996703.688] Now adding weight, which is: 0. New value is: 1865 [996703.688] After adding flavours we're at 1865 [996703.688] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 60161. [996703.688] TECH_CONSTRUCTION [996703.688] Random value: 1704 [996703.688] Tech allows bridge building (+200). New iValue is 1904 [996703.688] Tech allows irrgiation spreading (+400). New iValue is 2304 [996703.688] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2504 [996703.688] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2704 [996703.688] This is a ATTACK_CITY unit. +800/400 to military, +100 to value. military and value are now 400 and 2804 [996703.688] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 266 [996703.688] MilitaryValue added to Value. Value is now 3070 [996703.688] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 3270 [996703.688] Tech enables a building! Value is now 3670 [996703.688] After Projects, value is now 3670 [996703.688] Now adding weight, which is: 0. New value is: 3670 [996703.688] After adding flavours we're at 3910 [996703.688] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 126129. [996703.688] TECH_EDUCATION [996703.688] Random value: 484 [996703.688] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [996703.688] It's not NO_IMPROVEMENT (+100) [996703.688] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 500 [996703.688] Found one terrain on which this improvement can be built (+50). iBuildValue is now 550 [996703.688] Found one terrain on which this improvement can be built (+50). iBuildValue is now 600 [996703.688] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 650 [996703.688] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 700 [996703.688] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 860 [996703.688] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 860 [996703.688] We found one build option which has this tech as prereq! (+200). iBuildValue is now 1060 [996703.688] It's not NO_IMPROVEMENT (+100) [996703.688] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 1360 [996703.688] Found one terrain on which this improvement can be built (+50). iBuildValue is now 1410 [996703.688] Found one terrain on which this improvement can be built (+50). iBuildValue is now 1460 [996703.688] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 1510 [996703.688] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 1560 [996703.688] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 1720 [996703.688] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 1720 [996703.688] Done with build options. buildValue was added to iValue. iValue is now 2204 [996703.688] After Projects, value is now 2204 [996703.688] This tech enables a new civic! (+200) Value is now 2404 [996703.688] This tech enables a new civic! (+200) Value is now 2604 [996703.688] VOODOO! +800 3404 [996703.688] Now adding weight, which is: 0. New value is: 3404 [996703.688] After adding flavours we're at 4464 [996703.688] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 212571. [996703.688] TECH_FESTIVALS [996703.688] Random value: 1006 [996703.688] Tech enables a building! Value is now 1406 [996703.688] Tech enables a building! Value is now 1806 [996703.688] After Projects, value is now 1806 [996703.688] Now adding weight, which is: 0. New value is: 1806 [996703.688] After adding flavours we're at 2206 [996703.688] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 137875. [996703.688] TECH_FISHING [996703.688] Random value: 687 [996703.688] Tech allows working sea tiles (+600). New iValue is 1287 [996703.688] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [996703.688] It's not NO_IMPROVEMENT (+100) [996703.688] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 300 [996703.688] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 300 [996703.688] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 300 [996703.688] Done with build options. buildValue was added to iValue. iValue is now 1587 [996703.688] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1787 [996703.688] This is a WORKER_SEA unit. +400 to value if we have coastal cities (which we do). military and value are now 0 and 2187 [996703.688] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 0 [996703.688] MilitaryValue added to Value. Value is now 2187 [996703.688] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 2387 [996703.688] Tech enables a building! Value is now 2787 [996703.688] After Projects, value is now 2787 [996703.688] Now adding weight, which is: 0. New value is: 2787 [996703.688] After adding flavours we're at 3167 [996703.688] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 197937. [996703.688] TECH_HORSEBACK_RIDING [996703.688] Random value: 1590 [996703.688] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1790 [996703.688] This is a unit used mainly for attacking. +100 to Value and 600/300 (depending on whether we have a war plan or not) on military value. iValue is now 1890 and military value is now 300 [996703.688] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 200 [996703.688] MilitaryValue added to Value. Value is now 2090 [996703.688] Tech enables a building! Value is now 2490 [996703.688] After Projects, value is now 2490 [996703.688] Now adding weight, which is: 4. New value is: 2494 [996703.688] After adding flavours we're at 2794 [996703.688] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 103481. [996703.688] TECH_HUNTING [996703.688] Random value: 1552 [996703.688] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [996703.688] It's not NO_IMPROVEMENT (+100) [996703.688] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 300 [996703.688] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 300 [996703.688] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 300 [996703.688] Done with build options. buildValue was added to iValue. iValue is now 1852 [996703.688] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2052 [996703.688] This is a DEFENSE_AIR unit. +600 if warplan, +400 if not. military and value are now 400 and 2052 [996703.688] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 266 [996703.688] MilitaryValue added to Value. Value is now 2318 [996703.688] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 2518 [996703.688] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2718 [996703.688] This is a EXPLORE unit. +100 to value if we only have a capital, +200 if we have more cities. military and value are now 0 and 2818 [996703.688] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 0 [996703.688] MilitaryValue added to Value. Value is now 2818 [996703.688] Tech enables a building! Value is now 3218 [996703.688] After Projects, value is now 3218 [996703.688] Now adding weight, which is: 0. New value is: 3218 [996703.688] After adding flavours we're at 3458 [996703.688] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 182000. [996703.688] TECH_IRON_WORKING [996703.688] Random value: 1469 [996703.688] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [996703.688] It's not NO_IMPROVEMENT (+100) [996703.688] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 300 [996703.688] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 680 [996703.688] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 680 [996703.688] Done with build options. buildValue was added to iValue. iValue is now 2149 [996703.688] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2349 [996703.688] This is a unit used mainly for attacking. +100 to Value and 600/300 (depending on whether we have a war plan or not) on military value. iValue is now 2449 and military value is now 300 [996703.688] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 200 [996703.688] MilitaryValue added to Value. Value is now 2649 [996703.688] After Projects, value is now 2649 [996703.688] Now adding weight, which is: 10. New value is: 2659 [996703.688] After adding flavours we're at 3159 [996703.688] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 28205. [996703.688] TECH_KNOWLEDGE_OF_THE_ETHER [996703.688] Random value: 1196 [996703.688] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1396 [996703.688] This is a RESERVE unit. +200/100 to military, +0 to value. military and value are now 100 and 1396 [996703.688] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 66 [996703.688] MilitaryValue added to Value. Value is now 1462 [996703.688] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 1662 [996703.688] Tech enables a building! Value is now 2062 [996703.688] Tech enables a building! Value is now 2462 [996703.688] After Projects, value is now 2462 [996703.688] Now adding weight, which is: 0. New value is: 2462 [996703.688] After adding flavours we're at 3542 [996703.688] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 114258. [996703.688] TECH_MASONRY [996703.688] Random value: 791 [996703.688] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [996703.688] It's not NO_IMPROVEMENT (+100) [996703.688] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 300 [996703.688] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 300 [996703.688] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 300 [996703.688] Done with build options. buildValue was added to iValue. iValue is now 1091 [996703.688] Tech enables a building! Value is now 1491 [996703.688] Tech enables a building! Value is now 1891 [996703.688] After Projects, value is now 1891 [996703.688] Now adding weight, which is: 0. New value is: 1891 [996703.688] After adding flavours we're at 2371 [996703.688] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 169357. [996703.688] TECH_MYSTICISM [996703.688] Random value: 1042 [996703.688] Tech enables a building! Value is now 1442 [996703.688] Tech enables a building! Value is now 1842 [996703.688] After Projects, value is now 1842 [996703.688] This tech enables a new civic! (+200) Value is now 2042 [996703.688] VOODOO! +800 2842 [996703.688] Now adding weight, which is: 0. New value is: 2842 [996703.688] After adding flavours we're at 3162 [996703.688] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 175666. [996703.688] TECH_OPTICS [996703.688] Random value: 1928 [996703.688] Tech adds extra sight over water. (+100) [996703.688] And our capital is alone. (+400) [996703.688] iValue is now 2428 [996703.688] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2628 [996703.688] This is a ATTACK_SEA unit. +300 to military if we have a warplan, +200 if not. military and value are now 200 and 2628 [996703.688] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 133 [996703.688] MilitaryValue added to Value. Value is now 2761 [996703.688] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 2961 [996703.688] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 3161 [996703.688] This is a ATTACK_SEA unit. +400 to military if warplan or capital alone, +200 if none of these. military and value are now 400 and 3161 [996703.688] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 266 [996703.688] MilitaryValue added to Value. Value is now 3427 [996703.688] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 3627 [996703.688] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 3827 [996703.688] This is a EXPLORE_SEA unit. +1800 to value if capitalalone, +600 if not. military and value are now 0 and 5627 [996703.688] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 0 [996703.688] MilitaryValue added to Value. Value is now 5627 [996703.688] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 5827 [996703.688] This is a EXPLORE_SEA unit. New value is 6427 [996703.688] After Projects, value is now 6427 [996703.688] Now adding weight, which is: 0. New value is: 6427 [996703.688] After adding flavours we're at 7227 [996703.688] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 124603. [996703.750] TECH_PHILOSOPHY [996703.750] Random value: 1241 [996703.750] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1441 [996703.750] This is a EXPLORE unit. +100 to value if we only have a capital, +200 if we have more cities. military and value are now 0 and 1541 [996703.750] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 0 [996703.750] MilitaryValue added to Value. Value is now 1541 [996703.750] Tech enables a building! Value is now 1941 [996703.750] After Projects, value is now 1941 [996703.750] Now adding weight, which is: 0. New value is: 1941 [996703.750] After adding flavours we're at 2481 [996703.750] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 80032. [996703.750] TECH_POISONS [996703.750] Random value: 1912 [996703.750] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2112 [996703.750] This is a EXPLORE unit. +100 to value if we only have a capital, +200 if we have more cities. military and value are now 0 and 2212 [996703.750] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 0 [996703.750] MilitaryValue added to Value. Value is now 2212 [996703.750] After Projects, value is now 2212 [996703.750] Now adding weight, which is: 0. New value is: 2212 [996703.750] After adding flavours we're at 2532 [996703.750] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 43655. [996703.750] TECH_SAILING [996703.750] Random value: 1720 [996703.750] Tech adds trade over water. [996703.750] Added 0 for potential foreign trade cities. New iValue is 1720 [996703.750] And we have coastal cities. (+200) [996703.750] After adding another 200 (800 if capital alone), we arrive at a new iValue: 2720 [996703.750] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [996703.750] It's not NO_IMPROVEMENT (+100) [996703.750] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 300 [996703.750] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 300 [996703.750] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 300 [996703.750] Done with build options. buildValue was added to iValue. iValue is now 3020 [996703.750] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 3220 [996703.750] This is a ATTACK_SEA unit. +300 to military if we have a warplan, +200 if not. military and value are now 200 and 3220 [996703.750] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 133 [996703.750] MilitaryValue added to Value. Value is now 3353 [996703.750] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 3553 [996703.750] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 3753 [996703.750] This is a ATTACK_SEA unit. +300 to military if we have a warplan, +200 if not. military and value are now 200 and 3753 [996703.750] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 133 [996703.750] MilitaryValue added to Value. Value is now 3886 [996703.750] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 4086 [996703.750] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 4286 [996703.750] This is a ATTACK_SEA unit. +300 to military if we have a warplan, +200 if not. military and value are now 200 and 4286 [996703.750] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 133 [996703.750] MilitaryValue added to Value. Value is now 4419 [996703.750] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 4619 [996703.750] Tech enables a building! Value is now 5019 [996703.750] Tech enables a building! Value is now 5419 [996703.750] After Projects, value is now 5419 [996703.750] Now adding weight, which is: 0. New value is: 5419 [996703.750] After adding flavours we're at 6099 [996703.750] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 196741. [996703.750] TECH_SANITATION [996703.750] Random value: 670 [996703.750] Tech enables a building! Value is now 1070 [996703.750] Tech enables a building! Value is now 1470 [996703.750] Tech enables a building! Value is now 1870 [996703.750] After Projects, value is now 1870 [996703.750] Now adding weight, which is: 0. New value is: 1870 [996703.750] After adding flavours we're at 2250 [996703.750] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 38793. [996703.750] TECH_SEAFARING [996703.750] Random value: 140 [996703.750] Tech adds extra moves for one domain. New iValue is 340 [996703.750] This tech reveals a bonus (+200). Also adding bonusVal as calculated in CvPlayerAI.cpp. In this case AI_bonusVal * 50 is 500. New iValue is 1040 [996703.750] After Projects, value is now 1040 [996703.750] Now adding weight, which is: 0. New value is: 1040 [996703.750] After adding flavours we're at 1040 [996703.750] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 173333. [996703.750] TECH_SMELTING [996703.750] Random value: 371 [996703.750] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [996703.750] It's not NO_IMPROVEMENT (+100) [996703.750] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 500 [996703.750] Found one terrain on which this improvement can be built (+50). iBuildValue is now 550 [996703.750] Found one terrain on which this improvement can be built (+50). iBuildValue is now 600 [996703.750] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 650 [996703.750] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 700 [996703.750] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 720 [996703.750] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 720 [996703.750] Done with build options. buildValue was added to iValue. iValue is now 1091 [996703.750] This tech reveals a bonus (+200). Also adding bonusVal as calculated in CvPlayerAI.cpp. In this case AI_bonusVal * 50 is 3050. New iValue is 4341 [996703.750] After Projects, value is now 4341 [996703.750] Now adding weight, which is: 0. New value is: 4341 [996703.750] After adding flavours we're at 4381 [996703.750] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 75534. [996703.750] TECH_STIRRUPS [996703.750] Random value: 803 [996703.750] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1003 [996703.750] This is a unit used mainly for attacking. +100 to Value and 600/300 (depending on whether we have a war plan or not) on military value. iValue is now 1103 and military value is now 300 [996703.750] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 200 [996703.750] MilitaryValue added to Value. Value is now 1303 [996703.750] After Projects, value is now 1303 [996703.750] Now adding weight, which is: 0. New value is: 1303 [996703.750] After adding flavours we're at 1383 [996703.750] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 12348. [996703.750] TECH_TRACKING [996703.750] Random value: 645 [996703.750] After Projects, value is now 645 [996703.750] Now adding weight, which is: 0. New value is: 645 [996703.750] After adding flavours we're at 1085 [996703.750] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 35000. [996703.750] TECH_WRITING [996703.750] Random value: 1978 [996703.750] Tech enables a building! Value is now 2378 [996703.750] Tech enables a building! Value is now 2778 [996703.750] After Projects, value is now 2778 [996703.750] All new processes that were added by this tech have been accounted for. Value is now 2878 [996703.750] All new processes that were added by this tech have been accounted for. Value is now 3128 [996703.750] All new processes that were added by this tech have been accounted for. Value is now 3128 [996703.750] Now adding weight, which is: 0. New value is: 3128 [996703.750] After adding flavours we're at 4368 [996703.750] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 140903. ======================= Going for SAILING (!) after this: (note: the AI has only a capital and that capital is by a 1x1 lake) [996793.625] TECH_ANCIENT_CHANTS [996793.625] Random value: 1747 [996793.625] Tech enables a building! Value is now 2147 [996793.625] After Projects, value is now 2147 [996793.625] Now adding weight, which is: 0. New value is: 2147 [996793.625] After adding flavours we're at 2467 [996793.625] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 176214. [996793.625] *** This is our new best value! *** [996793.625] TECH_ANIMAL_HANDLING [996793.625] Random value: 15 [996793.625] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 215 [996793.625] This is a EXPLORE unit. +100 to value if we only have a capital, +200 if we have more cities. military and value are now 0 and 315 [996793.625] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 0 [996793.625] MilitaryValue added to Value. Value is now 315 [996793.625] Tech enables a building! Value is now 715 [996793.625] After Projects, value is now 715 [996793.625] Now adding weight, which is: 0. New value is: 715 [996793.625] After adding flavours we're at 715 [996793.625] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 10362. [996793.625] TECH_ARCHERY [996793.625] Random value: 560 [996793.625] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 760 [996793.625] This is a CITY_DEFENSE unit. +800/400 plus 400 if we have more than one city or plus 200 if we have only one city to military, +200 to value if we haven't met anyone yet, +800 if we have. military and value are now 600 and 1560 [996793.625] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 400 [996793.625] MilitaryValue added to Value. Value is now 1960 [996793.625] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2160 [996793.625] Tech enables a building! Value is now 2560 [996793.625] After Projects, value is now 2560 [996793.625] Now adding weight, which is: 10. New value is: 2570 [996793.625] After adding flavours we're at 2850 [996793.625] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 89062. [996793.625] TECH_BRONZE_WORKING [996793.625] Random value: 1199 [996793.625] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1399 [996793.625] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1599 [996793.625] This is a unit used mainly for attacking. +100 to Value and 600/300 (depending on whether we have a war plan or not) on military value. iValue is now 1699 and military value is now 300 [996793.625] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 200 [996793.625] MilitaryValue added to Value. Value is now 1899 [996793.625] Tech enables a building! Value is now 2299 [996793.625] Tech enables a building! Value is now 2699 [996793.625] After Projects, value is now 2699 [996793.625] Now adding weight, which is: 10. New value is: 2709 [996793.625] After adding flavours we're at 3149 [996793.625] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 112464. [996793.625] TECH_CODE_OF_LAWS [996793.625] Random value: 982 [996793.625] Tech enables a building! Value is now 1382 [996793.625] After Projects, value is now 1382 [996793.625] This tech enables a new civic! (+200) Value is now 1582 [996793.625] Now adding weight, which is: 0. New value is: 1582 [996793.625] After adding flavours we're at 1582 [996793.625] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 49437. [996793.625] TECH_CONSTRUCTION [996793.625] Random value: 1084 [996793.625] Tech allows bridge building (+200). New iValue is 1284 [996793.625] Tech allows irrgiation spreading (+400). New iValue is 1684 [996793.625] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1884 [996793.625] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2084 [996793.625] This is a ATTACK_CITY unit. +800/400 to military, +100 to value. military and value are now 400 and 2184 [996793.625] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 266 [996793.625] MilitaryValue added to Value. Value is now 2450 [996793.625] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 2650 [996793.625] Tech enables a building! Value is now 3050 [996793.625] After Projects, value is now 3050 [996793.625] Now adding weight, which is: 0. New value is: 3050 [996793.625] After adding flavours we're at 3290 [996793.625] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 102812. [996793.625] TECH_EDUCATION [996793.625] Random value: 111 [996793.625] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [996793.625] It's not NO_IMPROVEMENT (+100) [996793.625] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 500 [996793.625] Found one terrain on which this improvement can be built (+50). iBuildValue is now 550 [996793.625] Found one terrain on which this improvement can be built (+50). iBuildValue is now 600 [996793.625] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 650 [996793.625] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 700 [996793.625] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 860 [996793.625] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 860 [996793.625] We found one build option which has this tech as prereq! (+200). iBuildValue is now 1060 [996793.625] It's not NO_IMPROVEMENT (+100) [996793.625] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 1360 [996793.625] Found one terrain on which this improvement can be built (+50). iBuildValue is now 1410 [996793.625] Found one terrain on which this improvement can be built (+50). iBuildValue is now 1460 [996793.625] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 1510 [996793.625] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 1560 [996793.625] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 1720 [996793.625] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 1720 [996793.625] Done with build options. buildValue was added to iValue. iValue is now 1831 [996793.625] After Projects, value is now 1831 [996793.625] This tech enables a new civic! (+200) Value is now 2031 [996793.625] This tech enables a new civic! (+200) Value is now 2231 [996793.625] VOODOO! +800 3031 [996793.625] Now adding weight, which is: 0. New value is: 3031 [996793.625] After adding flavours we're at 4091 [996793.625] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 185954. [996793.625] *** This is our new best value! *** [996793.625] TECH_FESTIVALS [996793.625] Random value: 30 [996793.625] Tech enables a building! Value is now 430 [996793.625] Tech enables a building! Value is now 830 [996793.625] After Projects, value is now 830 [996793.625] Now adding weight, which is: 0. New value is: 830 [996793.625] After adding flavours we're at 1230 [996793.625] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 72352. [996793.625] TECH_FISHING [996793.625] Random value: 58 [996793.625] Tech allows working sea tiles (+600). New iValue is 658 [996793.625] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [996793.625] It's not NO_IMPROVEMENT (+100) [996793.625] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 300 [996793.625] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 300 [996793.625] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 300 [996793.625] Done with build options. buildValue was added to iValue. iValue is now 958 [996793.625] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1158 [996793.625] This is a WORKER_SEA unit. +400 to value if we have coastal cities (which we do). military and value are now 0 and 1558 [996793.625] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 0 [996793.625] MilitaryValue added to Value. Value is now 1558 [996793.625] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 1758 [996793.625] Tech enables a building! Value is now 2158 [996793.625] After Projects, value is now 2158 [996793.625] Now adding weight, which is: 0. New value is: 2158 [996793.625] After adding flavours we're at 2538 [996793.625] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 149294. [996793.625] TECH_HORSEBACK_RIDING [996793.625] Random value: 700 [996793.625] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 900 [996793.625] This is a unit used mainly for attacking. +100 to Value and 600/300 (depending on whether we have a war plan or not) on military value. iValue is now 1000 and military value is now 300 [996793.625] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 200 [996793.625] MilitaryValue added to Value. Value is now 1200 [996793.625] Tech enables a building! Value is now 1600 [996793.625] After Projects, value is now 1600 [996793.625] Now adding weight, which is: 4. New value is: 1604 [996793.625] After adding flavours we're at 1904 [996793.625] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 68000. [996793.625] TECH_HUNTING [996793.625] Random value: 849 [996793.625] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [996793.625] It's not NO_IMPROVEMENT (+100) [996793.625] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 300 [996793.625] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 300 [996793.625] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 300 [996793.625] Done with build options. buildValue was added to iValue. iValue is now 1149 [996793.625] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1349 [996793.625] This is a DEFENSE_AIR unit. +600 if warplan, +400 if not. military and value are now 400 and 1349 [996793.625] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 266 [996793.625] MilitaryValue added to Value. Value is now 1615 [996793.625] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 1815 [996793.625] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2015 [996793.625] This is a EXPLORE unit. +100 to value if we only have a capital, +200 if we have more cities. military and value are now 0 and 2115 [996793.625] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 0 [996793.625] MilitaryValue added to Value. Value is now 2115 [996793.625] Tech enables a building! Value is now 2515 [996793.625] After Projects, value is now 2515 [996793.625] Now adding weight, which is: 0. New value is: 2515 [996793.625] After adding flavours we're at 2755 [996793.625] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 145000. [996793.625] TECH_IRON_WORKING [996793.625] Random value: 707 [996793.625] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [996793.625] It's not NO_IMPROVEMENT (+100) [996793.625] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 300 [996793.625] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 680 [996793.625] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 680 [996793.625] Done with build options. buildValue was added to iValue. iValue is now 1387 [996793.625] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1587 [996793.625] This is a unit used mainly for attacking. +100 to Value and 600/300 (depending on whether we have a war plan or not) on military value. iValue is now 1687 and military value is now 300 [996793.625] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 200 [996793.625] MilitaryValue added to Value. Value is now 1887 [996793.625] After Projects, value is now 1887 [996793.625] Now adding weight, which is: 10. New value is: 1897 [996793.625] After adding flavours we're at 2397 [996793.625] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 21212. [996793.625] TECH_KNOWLEDGE_OF_THE_ETHER [996793.625] Random value: 243 [996793.625] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 443 [996793.625] This is a RESERVE unit. +200/100 to military, +0 to value. military and value are now 100 and 443 [996793.625] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 66 [996793.625] MilitaryValue added to Value. Value is now 509 [996793.625] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 709 [996793.625] Tech enables a building! Value is now 1109 [996793.625] Tech enables a building! Value is now 1509 [996793.625] After Projects, value is now 1509 [996793.625] Now adding weight, which is: 0. New value is: 1509 [996793.625] After adding flavours we're at 2589 [996793.625] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 80906. [996793.625] TECH_MASONRY [996793.625] Random value: 535 [996793.625] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [996793.625] It's not NO_IMPROVEMENT (+100) [996793.625] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 300 [996793.625] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 300 [996793.625] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 300 [996793.625] Done with build options. buildValue was added to iValue. iValue is now 835 [996793.625] Tech enables a building! Value is now 1235 [996793.625] Tech enables a building! Value is now 1635 [996793.625] After Projects, value is now 1635 [996793.625] Now adding weight, which is: 0. New value is: 1635 [996793.625] After adding flavours we're at 2115 [996793.625] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 141000. [996793.625] TECH_MYSTICISM [996793.625] Random value: 847 [996793.625] Tech enables a building! Value is now 1247 [996793.625] Tech enables a building! Value is now 1647 [996793.625] After Projects, value is now 1647 [996793.625] This tech enables a new civic! (+200) Value is now 1847 [996793.625] VOODOO! +800 2647 [996793.625] Now adding weight, which is: 0. New value is: 2647 [996793.625] After adding flavours we're at 2967 [996793.625] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 156157. [996793.625] TECH_OPTICS [996793.625] Random value: 968 [996793.625] Tech adds extra sight over water. (+100) [996793.625] And our capital is alone. (+400) [996793.625] iValue is now 1468 [996793.625] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1668 [996793.625] This is a ATTACK_SEA unit. +300 to military if we have a warplan, +200 if not. military and value are now 200 and 1668 [996793.625] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 133 [996793.625] MilitaryValue added to Value. Value is now 1801 [996793.625] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 2001 [996793.625] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2201 [996793.625] This is a ATTACK_SEA unit. +400 to military if warplan or capital alone, +200 if none of these. military and value are now 400 and 2201 [996793.625] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 266 [996793.625] MilitaryValue added to Value. Value is now 2467 [996793.625] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 2667 [996793.625] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2867 [996793.625] This is a EXPLORE_SEA unit. +1800 to value if capitalalone, +600 if not. military and value are now 0 and 4667 [996793.625] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 0 [996793.625] MilitaryValue added to Value. Value is now 4667 [996793.625] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 4867 [996793.625] This is a EXPLORE_SEA unit. New value is 5467 [996793.625] After Projects, value is now 5467 [996793.625] Now adding weight, which is: 0. New value is: 5467 [996793.625] After adding flavours we're at 6267 [996793.625] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 106220. [996793.625] TECH_PHILOSOPHY [996793.625] Random value: 1903 [996793.625] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2103 [996793.625] This is a EXPLORE unit. +100 to value if we only have a capital, +200 if we have more cities. military and value are now 0 and 2203 [996793.625] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 0 [996793.625] MilitaryValue added to Value. Value is now 2203 [996793.625] Tech enables a building! Value is now 2603 [996793.625] After Projects, value is now 2603 [996793.625] Now adding weight, which is: 0. New value is: 2603 [996793.625] After adding flavours we're at 3143 [996793.625] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 98218. [996793.625] TECH_POISONS [996793.625] Random value: 304 [996793.625] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 504 [996793.625] This is a EXPLORE unit. +100 to value if we only have a capital, +200 if we have more cities. military and value are now 0 and 604 [996793.625] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 0 [996793.625] MilitaryValue added to Value. Value is now 604 [996793.625] After Projects, value is now 604 [996793.625] Now adding weight, which is: 0. New value is: 604 [996793.625] After adding flavours we're at 924 [996793.625] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 15661. [996793.625] TECH_SAILING [996793.625] Random value: 1664 [996793.625] Tech adds trade over water. [996793.625] Added 0 for potential foreign trade cities. New iValue is 1664 [996793.625] And we have coastal cities. (+200) [996793.625] After adding another 200 (800 if capital alone), we arrive at a new iValue: 2664 [996793.625] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [996793.625] It's not NO_IMPROVEMENT (+100) [996793.625] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 300 [996793.625] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 300 [996793.625] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 300 [996793.625] Done with build options. buildValue was added to iValue. iValue is now 2964 [996793.625] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 3164 [996793.625] This is a ATTACK_SEA unit. +300 to military if we have a warplan, +200 if not. military and value are now 200 and 3164 [996793.625] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 133 [996793.625] MilitaryValue added to Value. Value is now 3297 [996793.625] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 3497 [996793.625] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 3697 [996793.625] This is a ATTACK_SEA unit. +300 to military if we have a warplan, +200 if not. military and value are now 200 and 3697 [996793.625] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 133 [996793.625] MilitaryValue added to Value. Value is now 3830 [996793.625] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 4030 [996793.625] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 4230 [996793.625] This is a ATTACK_SEA unit. +300 to military if we have a warplan, +200 if not. military and value are now 200 and 4230 [996793.625] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 133 [996793.625] MilitaryValue added to Value. Value is now 4363 [996793.625] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 4563 [996793.625] Tech enables a building! Value is now 4963 [996793.625] Tech enables a building! Value is now 5363 [996793.625] After Projects, value is now 5363 [996793.625] Now adding weight, which is: 0. New value is: 5363 [996793.625] After adding flavours we're at 6043 [996793.625] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 188843. [996793.625] *** This is our new best value! *** [996793.625] TECH_SANITATION [996793.625] Random value: 424 [996793.625] Tech enables a building! Value is now 824 [996793.625] Tech enables a building! Value is now 1224 [996793.625] Tech enables a building! Value is now 1624 [996793.625] After Projects, value is now 1624 [996793.625] Now adding weight, which is: 0. New value is: 1624 [996793.625] After adding flavours we're at 2004 [996793.625] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 33966. [996793.625] TECH_SEAFARING [996793.625] Random value: 174 [996793.625] Tech adds extra moves for one domain. New iValue is 374 [996793.625] This tech reveals a bonus (+200). Also adding bonusVal as calculated in CvPlayerAI.cpp. In this case AI_bonusVal * 50 is 500. New iValue is 1074 [996793.625] After Projects, value is now 1074 [996793.625] Now adding weight, which is: 0. New value is: 1074 [996793.625] After adding flavours we're at 1074 [996793.625] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 179000. [996793.625] TECH_SMELTING [996793.625] Random value: 461 [996793.625] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [996793.625] It's not NO_IMPROVEMENT (+100) [996793.625] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 500 [996793.625] Found one terrain on which this improvement can be built (+50). iBuildValue is now 550 [996793.625] Found one terrain on which this improvement can be built (+50). iBuildValue is now 600 [996793.625] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 650 [996793.625] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 700 [996793.625] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 720 [996793.625] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 720 [996793.625] Done with build options. buildValue was added to iValue. iValue is now 1181 [996793.625] This tech reveals a bonus (+200). Also adding bonusVal as calculated in CvPlayerAI.cpp. In this case AI_bonusVal * 50 is 3050. New iValue is 4431 [996793.625] After Projects, value is now 4431 [996793.625] Now adding weight, which is: 0. New value is: 4431 [996793.625] After adding flavours we're at 4471 [996793.625] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 75779. [996793.625] TECH_STIRRUPS [996793.625] Random value: 393 [996793.625] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 593 [996793.625] This is a unit used mainly for attacking. +100 to Value and 600/300 (depending on whether we have a war plan or not) on military value. iValue is now 693 and military value is now 300 [996793.625] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 200 [996793.625] MilitaryValue added to Value. Value is now 893 [996793.625] After Projects, value is now 893 [996793.625] Now adding weight, which is: 0. New value is: 893 [996793.625] After adding flavours we're at 973 [996793.625] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 8610. [996793.625] TECH_TRACKING [996793.625] Random value: 1328 [996793.625] After Projects, value is now 1328 [996793.625] Now adding weight, which is: 0. New value is: 1328 [996793.625] After adding flavours we're at 1768 [996793.625] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 55250. [996793.625] TECH_WRITING [996793.625] Random value: 1546 [996793.625] Tech enables a building! Value is now 1946 [996793.625] Tech enables a building! Value is now 2346 [996793.625] After Projects, value is now 2346 [996793.625] All new processes that were added by this tech have been accounted for. Value is now 2446 [996793.625] All new processes that were added by this tech have been accounted for. Value is now 2696 [996793.625] All new processes that were added by this tech have been accounted for. Value is now 2696 [996793.625] Now adding weight, which is: 0. New value is: 2696 [996793.625] After adding flavours we're at 3936 [996793.625] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 123000. =================== Going for EDUCATION after this: [997318.188] TECH_ANCIENT_CHANTS [997318.188] Random value: 1907 [997318.188] Tech enables a building! Value is now 2307 [997318.188] After Projects, value is now 2307 [997318.188] Now adding weight, which is: 0. New value is: 2307 [997318.188] After adding flavours we're at 2627 [997318.188] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 328375. [997318.188] *** This is our new best value! *** [997318.188] TECH_ANIMAL_HANDLING [997318.188] Random value: 1473 [997318.188] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1673 [997318.188] This is a EXPLORE unit. +100 to value if we only have a capital, +200 if we have more cities. military and value are now 0 and 1773 [997318.188] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 0 [997318.188] MilitaryValue added to Value. Value is now 1773 [997318.188] Tech enables a building! Value is now 2173 [997318.188] After Projects, value is now 2173 [997318.188] Now adding weight, which is: 0. New value is: 2173 [997318.188] After adding flavours we're at 2173 [997318.188] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 54325. [997318.188] TECH_ARCHERY [997318.188] Random value: 1497 [997318.188] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1697 [997318.188] This is a CITY_DEFENSE unit. +800/400 plus 400 if we have more than one city or plus 200 if we have only one city to military, +200 to value if we haven't met anyone yet, +800 if we have. military and value are now 600 and 2497 [997318.188] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 400 [997318.188] MilitaryValue added to Value. Value is now 2897 [997318.188] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 3097 [997318.188] Tech enables a building! Value is now 3497 [997318.188] After Projects, value is now 3497 [997318.188] Now adding weight, which is: 10. New value is: 3507 [997318.188] After adding flavours we're at 3787 [997318.188] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 199315. [997318.188] TECH_ASTRONOMY [997318.188] Random value: 1876 [997318.188] Tech adds trade over water. [997318.188] Added 0 for potential foreign trade cities. New iValue is 1876 [997318.188] And we have coastal cities. (+200) [997318.188] After adding another 200 (800 if capital alone), we arrive at a new iValue: 2876 [997318.188] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 3076 [997318.188] This is a ATTACK_SEA unit. +400 to military if warplan or capital alone, +200 if none of these. military and value are now 400 and 3076 [997318.188] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 266 [997318.188] MilitaryValue added to Value. Value is now 3342 [997318.188] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 3542 [997318.188] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 3742 [997318.188] This is a ATTACK_SEA unit. +400 to military if warplan or capital alone, +200 if none of these. military and value are now 400 and 3742 [997318.188] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 266 [997318.188] MilitaryValue added to Value. Value is now 4008 [997318.188] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 4208 [997318.188] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 4408 [997318.188] This is a ATTACK_SEA unit. +400 to military if warplan or capital alone, +200 if none of these. military and value are now 400 and 4408 [997318.188] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 266 [997318.188] MilitaryValue added to Value. Value is now 4674 [997318.188] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 4874 [997318.188] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 5074 [997318.188] This is a ATTACK_SEA unit. +400 to military if warplan or capital alone, +200 if none of these. military and value are now 400 and 5074 [997318.188] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 266 [997318.188] MilitaryValue added to Value. Value is now 5340 [997318.188] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 5540 [997318.188] Tech enables a building! Value is now 5940 [997318.188] After Projects, value is now 5940 [997318.188] Now adding weight, which is: 0. New value is: 5940 [997318.188] After adding flavours we're at 6760 [997318.188] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 102424. [997318.188] TECH_BRONZE_WORKING [997318.188] Random value: 1876 [997318.188] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2076 [997318.188] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2276 [997318.188] This is a unit used mainly for attacking. +100 to Value and 600/300 (depending on whether we have a war plan or not) on military value. iValue is now 2376 and military value is now 300 [997318.188] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 200 [997318.188] MilitaryValue added to Value. Value is now 2576 [997318.188] Tech enables a building! Value is now 2976 [997318.188] Tech enables a building! Value is now 3376 [997318.188] After Projects, value is now 3376 [997318.188] Now adding weight, which is: 10. New value is: 3386 [997318.188] After adding flavours we're at 3826 [997318.188] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 239125. [997318.188] TECH_CODE_OF_LAWS [997318.188] Random value: 879 [997318.188] Tech enables a building! Value is now 1279 [997318.188] After Projects, value is now 1279 [997318.188] This tech enables a new civic! (+200) Value is now 1479 [997318.188] Now adding weight, which is: 0. New value is: 1479 [997318.188] After adding flavours we're at 1479 [997318.188] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 77842. [997318.188] TECH_CONSTRUCTION [997318.188] Random value: 407 [997318.188] Tech allows bridge building (+200). New iValue is 607 [997318.188] Tech allows irrgiation spreading (+400). New iValue is 1007 [997318.188] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1207 [997318.188] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1407 [997318.188] This is a ATTACK_CITY unit. +800/400 to military, +100 to value. military and value are now 400 and 1507 [997318.188] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 266 [997318.188] MilitaryValue added to Value. Value is now 1773 [997318.188] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 1973 [997318.188] Tech enables a building! Value is now 2373 [997318.188] After Projects, value is now 2373 [997318.188] Now adding weight, which is: 0. New value is: 2373 [997318.188] After adding flavours we're at 2613 [997318.188] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 137526. [997318.188] TECH_EDUCATION [997318.188] Random value: 821 [997318.188] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [997318.188] It's not NO_IMPROVEMENT (+100) [997318.188] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 500 [997318.188] Found one terrain on which this improvement can be built (+50). iBuildValue is now 550 [997318.188] Found one terrain on which this improvement can be built (+50). iBuildValue is now 600 [997318.188] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 650 [997318.188] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 700 [997318.188] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 860 [997318.188] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 860 [997318.188] We found one build option which has this tech as prereq! (+200). iBuildValue is now 1060 [997318.188] It's not NO_IMPROVEMENT (+100) [997318.188] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 1360 [997318.188] Found one terrain on which this improvement can be built (+50). iBuildValue is now 1410 [997318.188] Found one terrain on which this improvement can be built (+50). iBuildValue is now 1460 [997318.188] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 1510 [997318.188] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 1560 [997318.188] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 1720 [997318.188] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 1720 [997318.188] Done with build options. buildValue was added to iValue. iValue is now 2541 [997318.188] After Projects, value is now 2541 [997318.188] This tech enables a new civic! (+200) Value is now 2741 [997318.188] This tech enables a new civic! (+200) Value is now 2941 [997318.188] VOODOO! +800 3741 [997318.188] Now adding weight, which is: 0. New value is: 3741 [997318.188] After adding flavours we're at 4801 [997318.188] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 369307. [997318.188] *** This is our new best value! *** [997318.188] TECH_FESTIVALS [997318.188] Random value: 290 [997318.188] Tech enables a building! Value is now 690 [997318.188] Tech enables a building! Value is now 1090 [997318.188] After Projects, value is now 1090 [997318.188] Now adding weight, which is: 0. New value is: 1090 [997318.188] After adding flavours we're at 1490 [997318.188] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 149000. [997318.188] TECH_HORSEBACK_RIDING [997318.188] Random value: 575 [997318.188] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 775 [997318.188] This is a unit used mainly for attacking. +100 to Value and 600/300 (depending on whether we have a war plan or not) on military value. iValue is now 875 and military value is now 300 [997318.188] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 200 [997318.188] MilitaryValue added to Value. Value is now 1075 [997318.188] Tech enables a building! Value is now 1475 [997318.188] After Projects, value is now 1475 [997318.188] Now adding weight, which is: 4. New value is: 1479 [997318.188] After adding flavours we're at 1779 [997318.188] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 111187. [997318.188] TECH_HUNTING [997318.188] Random value: 547 [997318.188] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [997318.188] It's not NO_IMPROVEMENT (+100) [997318.188] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 300 [997318.188] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 300 [997318.188] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 300 [997318.188] Done with build options. buildValue was added to iValue. iValue is now 847 [997318.188] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1047 [997318.188] This is a DEFENSE_AIR unit. +600 if warplan, +400 if not. military and value are now 400 and 1047 [997318.188] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 266 [997318.188] MilitaryValue added to Value. Value is now 1313 [997318.188] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 1513 [997318.188] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1713 [997318.188] This is a EXPLORE unit. +100 to value if we only have a capital, +200 if we have more cities. military and value are now 0 and 1813 [997318.188] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 0 [997318.188] MilitaryValue added to Value. Value is now 1813 [997318.188] Tech enables a building! Value is now 2213 [997318.188] After Projects, value is now 2213 [997318.188] Now adding weight, which is: 0. New value is: 2213 [997318.188] After adding flavours we're at 2453 [997318.188] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 223000. [997318.188] TECH_IRON_WORKING [997318.188] Random value: 1892 [997318.188] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [997318.188] It's not NO_IMPROVEMENT (+100) [997318.188] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 300 [997318.188] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 680 [997318.188] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 680 [997318.188] Done with build options. buildValue was added to iValue. iValue is now 2572 [997318.188] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2772 [997318.188] This is a unit used mainly for attacking. +100 to Value and 600/300 (depending on whether we have a war plan or not) on military value. iValue is now 2872 and military value is now 300 [997318.188] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 200 [997318.188] MilitaryValue added to Value. Value is now 3072 [997318.188] After Projects, value is now 3072 [997318.188] Now adding weight, which is: 10. New value is: 3082 [997318.188] After adding flavours we're at 3582 [997318.188] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 54272. [997318.188] TECH_KNOWLEDGE_OF_THE_ETHER [997318.188] Random value: 476 [997318.188] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 676 [997318.188] This is a RESERVE unit. +200/100 to military, +0 to value. military and value are now 100 and 676 [997318.188] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 66 [997318.188] MilitaryValue added to Value. Value is now 742 [997318.188] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 942 [997318.188] Tech enables a building! Value is now 1342 [997318.188] Tech enables a building! Value is now 1742 [997318.188] After Projects, value is now 1742 [997318.188] Now adding weight, which is: 0. New value is: 1742 [997318.188] After adding flavours we're at 2822 [997318.188] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 148526. [997318.188] TECH_MASONRY [997318.188] Random value: 429 [997318.188] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [997318.188] It's not NO_IMPROVEMENT (+100) [997318.188] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 300 [997318.188] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 300 [997318.188] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 300 [997318.188] Done with build options. buildValue was added to iValue. iValue is now 729 [997318.188] Tech enables a building! Value is now 1129 [997318.188] Tech enables a building! Value is now 1529 [997318.188] After Projects, value is now 1529 [997318.188] Now adding weight, which is: 0. New value is: 1529 [997318.188] After adding flavours we're at 2009 [997318.188] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 223222. [997318.188] TECH_MESSAGE_FROM_THE_DEEP [997318.188] Random value: 1239 [997318.188] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1439 [997318.188] This is a unit used mainly for attacking. +100 to Value and 600/300 (depending on whether we have a war plan or not) on military value. iValue is now 1539 and military value is now 300 [997318.188] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 200 [997318.188] MilitaryValue added to Value. Value is now 1739 [997318.188] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1939 [997318.188] This is a MISSIONARY unit. +600 to value if we have a state religion, +300 if not. military and value are now 0 and 2239 [997318.188] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 0 [997318.188] MilitaryValue added to Value. Value is now 2239 [997318.188] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 2439 [997318.188] Tech enables a building! Value is now 2839 [997318.188] After Projects, value is now 2839 [997318.188] Now adding weight, which is: 0. New value is: 2839 [997318.188] After adding flavours we're at 3159 [997318.188] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 157950. [997318.188] TECH_MYSTICISM [997318.188] Random value: 1332 [997318.188] Tech enables a building! Value is now 1732 [997318.188] Tech enables a building! Value is now 2132 [997318.188] After Projects, value is now 2132 [997318.188] This tech enables a new civic! (+200) Value is now 2332 [997318.188] VOODOO! +800 3132 [997318.188] Now adding weight, which is: 0. New value is: 3132 [997318.188] After adding flavours we're at 3452 [997318.188] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 313818. [997318.188] TECH_OPTICS [997318.188] Random value: 603 [997318.188] Tech adds extra sight over water. (+100) [997318.188] And our capital is alone. (+400) [997318.188] iValue is now 1103 [997318.188] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1303 [997318.188] This is a ATTACK_SEA unit. +300 to military if we have a warplan, +200 if not. military and value are now 200 and 1303 [997318.188] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 133 [997318.188] MilitaryValue added to Value. Value is now 1436 [997318.188] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 1636 [997318.188] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1836 [997318.188] This is a ATTACK_SEA unit. +400 to military if warplan or capital alone, +200 if none of these. military and value are now 400 and 1836 [997318.188] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 266 [997318.188] MilitaryValue added to Value. Value is now 2102 [997318.188] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 2302 [997318.188] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2502 [997318.188] This is a EXPLORE_SEA unit. +1800 to value if capitalalone, +600 if not. military and value are now 0 and 4302 [997318.188] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 0 [997318.188] MilitaryValue added to Value. Value is now 4302 [997318.188] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 4502 [997318.188] This is a EXPLORE_SEA unit. New value is 5102 [997318.188] After Projects, value is now 5102 [997318.188] Now adding weight, which is: 0. New value is: 5102 [997318.188] After adding flavours we're at 5902 [997318.188] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 196733. [997318.188] TECH_PHILOSOPHY [997318.188] Random value: 472 [997318.188] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 672 [997318.188] This is a EXPLORE unit. +100 to value if we only have a capital, +200 if we have more cities. military and value are now 0 and 772 [997318.188] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 0 [997318.188] MilitaryValue added to Value. Value is now 772 [997318.188] Tech enables a building! Value is now 1172 [997318.188] After Projects, value is now 1172 [997318.188] Now adding weight, which is: 0. New value is: 1172 [997318.188] After adding flavours we're at 1712 [997318.188] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 90105. [997318.188] TECH_POISONS [997318.188] Random value: 355 [997318.188] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 555 [997318.188] This is a EXPLORE unit. +100 to value if we only have a capital, +200 if we have more cities. military and value are now 0 and 655 [997318.188] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 0 [997318.188] MilitaryValue added to Value. Value is now 655 [997318.188] After Projects, value is now 655 [997318.188] Now adding weight, which is: 0. New value is: 655 [997318.188] After adding flavours we're at 975 [997318.188] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 27857. [997318.188] TECH_SANITATION [997318.188] Random value: 253 [997318.188] Tech improves improvements (hah!). Based on their yield changes and their aiWeight we are going to add 100. iValue is now: 353 [997318.188] Tech enables a building! Value is now 753 [997318.188] Tech enables a building! Value is now 1153 [997318.188] Tech enables a building! Value is now 1553 [997318.188] After Projects, value is now 1553 [997318.188] Now adding weight, which is: 0. New value is: 1553 [997318.188] After adding flavours we're at 1933 [997318.188] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 55228. [997318.188] TECH_SEAFARING [997318.188] Random value: 449 [997318.188] Tech adds extra moves for one domain. New iValue is 649 [997318.188] This tech reveals a bonus (+200). Also adding bonusVal as calculated in CvPlayerAI.cpp. In this case AI_bonusVal * 50 is 500. New iValue is 1349 [997318.188] After Projects, value is now 1349 [997318.188] Now adding weight, which is: 0. New value is: 1349 [997318.188] After adding flavours we're at 1349 [997318.188] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 224833. [997318.188] TECH_SMELTING [997318.188] Random value: 880 [997318.188] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [997318.188] It's not NO_IMPROVEMENT (+100) [997318.188] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 500 [997318.188] Found one terrain on which this improvement can be built (+50). iBuildValue is now 550 [997318.188] Found one terrain on which this improvement can be built (+50). iBuildValue is now 600 [997318.188] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 650 [997318.188] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 700 [997318.188] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 720 [997318.188] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 720 [997318.188] Done with build options. buildValue was added to iValue. iValue is now 1600 [997318.188] This tech reveals a bonus (+200). Also adding bonusVal as calculated in CvPlayerAI.cpp. In this case AI_bonusVal * 50 is 3050. New iValue is 4850 [997318.188] After Projects, value is now 4850 [997318.188] Now adding weight, which is: 0. New value is: 4850 [997318.188] After adding flavours we're at 4890 [997318.188] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 139714. [997318.188] TECH_STIRRUPS [997318.188] Random value: 779 [997318.188] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 979 [997318.188] This is a unit used mainly for attacking. +100 to Value and 600/300 (depending on whether we have a war plan or not) on military value. iValue is now 1079 and military value is now 300 [997318.188] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 200 [997318.188] MilitaryValue added to Value. Value is now 1279 [997318.188] After Projects, value is now 1279 [997318.188] Now adding weight, which is: 0. New value is: 1279 [997318.188] After adding flavours we're at 1359 [997318.188] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 20590. [997318.188] TECH_TRACKING [997318.188] Random value: 1776 [997318.188] After Projects, value is now 1776 [997318.188] Now adding weight, which is: 0. New value is: 1776 [997318.188] After adding flavours we're at 2216 [997318.188] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 116631. [997318.188] TECH_WRITING [997318.188] Random value: 92 [997318.188] Tech enables a building! Value is now 492 [997318.188] Tech enables a building! Value is now 892 [997318.188] After Projects, value is now 892 [997318.188] All new processes that were added by this tech have been accounted for. Value is now 992 [997318.188] All new processes that were added by this tech have been accounted for. Value is now 1242 [997318.188] All new processes that were added by this tech have been accounted for. Value is now 1242 [997318.188] Now adding weight, which is: 0. New value is: 1242 [997318.188] After adding flavours we're at 2482 [997318.188] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 130631. ==================== Ai took Hunting next, then writing, and finally the big one: Elementalism. Let's have a look: [997566.813] TECH_ALCHEMY [997566.813] Random value: 1844 [997566.813] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2044 [997566.813] This is a unit used mainly for attacking. +100 to Value and 600/300 (depending on whether we have a war plan or not) on military value. iValue is now 2144 and military value is now 300 [997566.813] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 200 [997566.813] MilitaryValue added to Value. Value is now 2344 [997566.813] After Projects, value is now 2344 [997566.813] Now adding weight, which is: 0. New value is: 2344 [997566.813] After adding flavours we're at 3344 [997566.813] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 88000. [997566.813] *** This is our new best value! *** [997566.813] TECH_ALTERATION [997566.813] Random value: 1271 [997566.813] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [997566.813] It's not NO_IMPROVEMENT (+100) [997566.813] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 300 [997566.813] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 300 [997566.813] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 2100 [997566.813] We found one build option which has this tech as prereq! (+200). iBuildValue is now 2300 [997566.813] It's not NO_IMPROVEMENT (+100) [997566.813] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 2400 [997566.813] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 2400 [997566.813] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 4200 [997566.813] We found one build option which has this tech as prereq! (+200). iBuildValue is now 4400 [997566.813] It's not NO_IMPROVEMENT (+100) [997566.813] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 4500 [997566.813] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 4500 [997566.813] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 6300 [997566.813] We found one build option which has this tech as prereq! (+200). iBuildValue is now 6500 [997566.813] It's not NO_IMPROVEMENT (+100) [997566.813] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 6600 [997566.813] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 6600 [997566.813] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 8400 [997566.813] Done with build options. buildValue was added to iValue. iValue is now 9671 [997566.813] Tech enables a building! Value is now 10071 [997566.813] After Projects, value is now 10071 [997566.813] Now adding weight, which is: 0. New value is: 10071 [997566.813] After adding flavours we're at 11071 [997566.813] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 503227. [997566.813] *** This is our new best value! *** [997566.813] TECH_ANIMAL_HANDLING [997566.813] Random value: 1488 [997566.813] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1688 [997566.813] This is a EXPLORE unit. +100 to value if we only have a capital, +200 if we have more cities. military and value are now 0 and 1788 [997566.813] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 0 [997566.813] MilitaryValue added to Value. Value is now 1788 [997566.813] Tech enables a building! Value is now 2188 [997566.813] After Projects, value is now 2188 [997566.813] Now adding weight, which is: 0. New value is: 2188 [997566.813] After adding flavours we're at 2188 [997566.813] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 87520. [997566.813] TECH_ARCHERY [997566.813] Random value: 1109 [997566.813] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1309 [997566.813] This is a CITY_DEFENSE unit. +800/400 plus 400 if we have more than one city or plus 200 if we have only one city to military, +200 to value if we haven't met anyone yet, +800 if we have. military and value are now 600 and 2109 [997566.813] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 400 [997566.813] MilitaryValue added to Value. Value is now 2509 [997566.813] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2709 [997566.813] Tech enables a building! Value is now 3109 [997566.813] After Projects, value is now 3109 [997566.813] Now adding weight, which is: 10. New value is: 3119 [997566.813] After adding flavours we're at 3399 [997566.813] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 283250. [997566.813] TECH_ASTRONOMY [997566.813] Random value: 910 [997566.813] Tech adds trade over water. [997566.875] Added 0 for potential foreign trade cities. New iValue is 910 [997566.875] And we have coastal cities. (+200) [997566.875] After adding another 200 (800 if capital alone), we arrive at a new iValue: 1910 [997566.875] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2110 [997566.875] This is a ATTACK_SEA unit. +400 to military if warplan or capital alone, +200 if none of these. military and value are now 400 and 2110 [997566.875] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 266 [997566.875] MilitaryValue added to Value. Value is now 2376 [997566.875] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 2576 [997566.875] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2776 [997566.875] This is a ATTACK_SEA unit. +400 to military if warplan or capital alone, +200 if none of these. military and value are now 400 and 2776 [997566.875] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 266 [997566.875] MilitaryValue added to Value. Value is now 3042 [997566.875] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 3242 [997566.875] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 3442 [997566.875] This is a ATTACK_SEA unit. +400 to military if warplan or capital alone, +200 if none of these. military and value are now 400 and 3442 [997566.875] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 266 [997566.875] MilitaryValue added to Value. Value is now 3708 [997566.875] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 3908 [997566.875] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 4108 [997566.875] This is a ATTACK_SEA unit. +400 to military if warplan or capital alone, +200 if none of these. military and value are now 400 and 4108 [997566.875] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 266 [997566.875] MilitaryValue added to Value. Value is now 4374 [997566.875] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 4574 [997566.875] Tech enables a building! Value is now 4974 [997566.875] After Projects, value is now 4974 [997566.875] Now adding weight, which is: 0. New value is: 4974 [997566.875] After adding flavours we're at 5794 [997566.875] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 152473. [997566.875] TECH_BOWYERS [997566.875] Random value: 1699 [997566.875] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1899 [997566.875] This is a CITY_DEFENSE unit. +800/400 plus 400 if we have more than one city or plus 200 if we have only one city to military, +200 to value if we haven't met anyone yet, +800 if we have. military and value are now 600 and 2699 [997566.875] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 400 [997566.875] MilitaryValue added to Value. Value is now 3099 [997566.875] Tech enables a building! Value is now 3499 [997566.875] After Projects, value is now 3499 [997566.875] Now adding weight, which is: 10. New value is: 3509 [997566.875] After adding flavours we're at 4029 [997566.875] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 73254. [997566.875] TECH_BRONZE_WORKING [997566.875] Random value: 1240 [997566.875] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1440 [997566.875] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1640 [997566.875] This is a unit used mainly for attacking. +100 to Value and 600/300 (depending on whether we have a war plan or not) on military value. iValue is now 1740 and military value is now 300 [997566.875] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 200 [997566.875] MilitaryValue added to Value. Value is now 1940 [997566.875] Tech enables a building! Value is now 2340 [997566.875] Tech enables a building! Value is now 2740 [997566.875] After Projects, value is now 2740 [997566.875] Now adding weight, which is: 10. New value is: 2750 [997566.875] After adding flavours we're at 3190 [997566.875] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 265833. [997566.875] TECH_CODE_OF_LAWS [997566.875] Random value: 303 [997566.875] Tech enables a building! Value is now 703 [997566.875] After Projects, value is now 703 [997566.875] This tech enables a new civic! (+200) Value is now 903 [997566.875] VOODOO! +800 1703 [997566.875] Now adding weight, which is: 0. New value is: 1703 [997566.875] After adding flavours we're at 1703 [997566.875] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 141916. [997566.875] TECH_CONSTRUCTION [997566.875] Random value: 583 [997566.875] Tech allows bridge building (+200). New iValue is 783 [997566.875] Tech allows irrgiation spreading (+400). New iValue is 1183 [997566.875] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1383 [997566.875] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1583 [997566.875] This is a ATTACK_CITY unit. +800/400 to military, +100 to value. military and value are now 400 and 1683 [997566.875] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 266 [997566.875] MilitaryValue added to Value. Value is now 1949 [997566.875] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 2149 [997566.875] Tech enables a building! Value is now 2549 [997566.875] After Projects, value is now 2549 [997566.875] Now adding weight, which is: 0. New value is: 2549 [997566.875] After adding flavours we're at 2789 [997566.875] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 214538. [997566.875] TECH_CURRENCY [997566.875] Random value: 1796 [997566.875] Tech allows gold trading. (+200) [997566.875] And we have met other civilizations already. (+400) [997566.875] iValue is now 2396 [997566.875] Tech adds trade routes. New iValue is 2996 [997566.875] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 3196 [997566.875] This is a unit used mainly for attacking. +100 to Value and 600/300 (depending on whether we have a war plan or not) on military value. iValue is now 3296 and military value is now 300 [997566.875] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 200 [997566.875] MilitaryValue added to Value. Value is now 3496 [997566.875] Tech enables a building! Value is now 3896 [997566.875] Tech enables a building! Value is now 4296 [997566.875] After Projects, value is now 4296 [997566.875] This tech enables a new civic! (+200) Value is now 4496 [997566.875] Now adding weight, which is: 0. New value is: 4496 [997566.875] After adding flavours we're at 4496 [997566.875] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 187333. [997566.875] TECH_DIVINATION [997566.875] Random value: 1669 [997566.875] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [997566.875] It's not NO_IMPROVEMENT (+100) [997566.875] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 300 [997566.875] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 300 [997566.875] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 2100 [997566.875] We found one build option which has this tech as prereq! (+200). iBuildValue is now 2300 [997566.875] It's not NO_IMPROVEMENT (+100) [997566.875] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 2400 [997566.875] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 2400 [997566.875] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 4200 [997566.875] We found one build option which has this tech as prereq! (+200). iBuildValue is now 4400 [997566.875] It's not NO_IMPROVEMENT (+100) [997566.875] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 4500 [997566.875] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 4500 [997566.875] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 6300 [997566.875] Done with build options. buildValue was added to iValue. iValue is now 7969 [997566.875] Tech enables a building! Value is now 8369 [997566.875] After Projects, value is now 8369 [997566.875] Now adding weight, which is: 0. New value is: 8369 [997566.875] After adding flavours we're at 8769 [997566.875] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 398590. [997566.875] TECH_DRAMA [997566.875] Random value: 1540 [997566.875] Tech enables you to adjust the rate of one of (culture, wealth) (+100). New iValue is 1640 [997566.875] Tech enables a building! Value is now 2040 [997566.875] Tech enables a building! Value is now 2440 [997566.875] After Projects, value is now 2440 [997566.875] All new processes that were added by this tech have been accounted for. Value is now 2540 [997566.875] All new processes that were added by this tech have been accounted for. Value is now 2540 [997566.875] All new processes that were added by this tech have been accounted for. Value is now 2564 [997566.875] This tech gives us a free unit! Added random number between 1 and 3199! 2927 [997566.875] And we only have our capital! Add 400 3327 [997566.875] And another 200! 3527 [997566.875] Now adding weight, which is: 0. New value is: 3527 [997566.875] After adding flavours we're at 4127 [997566.875] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 187590. [997566.875] TECH_ELEMENTALISM [997566.875] Random value: 1787 [997566.875] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [997566.875] It's not NO_IMPROVEMENT (+100) [997566.875] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 300 [997566.875] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 300 [997566.875] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 2100 [997566.875] We found one build option which has this tech as prereq! (+200). iBuildValue is now 2300 [997566.875] It's not NO_IMPROVEMENT (+100) [997566.875] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 2400 [997566.875] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 2400 [997566.875] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 4200 [997566.875] We found one build option which has this tech as prereq! (+200). iBuildValue is now 4400 [997566.875] It's not NO_IMPROVEMENT (+100) [997566.875] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 4500 [997566.875] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 4500 [997566.875] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 6300 [997566.875] We found one build option which has this tech as prereq! (+200). iBuildValue is now 6500 [997566.875] It's not NO_IMPROVEMENT (+100) [997566.875] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 6600 [997566.875] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 6600 [997566.875] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 8400 [997566.875] Done with build options. buildValue was added to iValue. iValue is now 10187 [997566.875] Tech enables a building! Value is now 10587 [997566.875] Tech enables a building! Value is now 10987 [997566.875] After Projects, value is now 10987 [997566.875] Now adding weight, which is: 0. New value is: 10987 [997566.875] After adding flavours we're at 12067 [997566.875] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 548500. [997566.875] *** This is our new best value! *** [997566.875] TECH_FERAL_BOND [997566.875] Random value: 1583 [997566.875] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1783 [997566.875] This is a unit used mainly for attacking. +100 to Value and 600/300 (depending on whether we have a war plan or not) on military value. iValue is now 1883 and military value is now 300 [997566.875] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 200 [997566.875] MilitaryValue added to Value. Value is now 2083 [997566.875] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2283 [997566.875] This is a unit used mainly for attacking. +100 to Value and 600/300 (depending on whether we have a war plan or not) on military value. iValue is now 2383 and military value is now 300 [997566.875] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 200 [997566.875] MilitaryValue added to Value. Value is now 2583 [997566.875] Tech enables a building! Value is now 2983 [997566.875] After Projects, value is now 2983 [997566.875] Now adding weight, which is: 0. New value is: 2983 [997566.875] After adding flavours we're at 2983 [997566.875] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 78500. [997566.875] TECH_FESTIVALS [997566.875] Random value: 1447 [997566.875] Tech enables a building! Value is now 1847 [997566.875] Tech enables a building! Value is now 2247 [997566.875] After Projects, value is now 2247 [997566.875] Now adding weight, which is: 0. New value is: 2247 [997566.875] After adding flavours we're at 2647 [997566.875] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 330875. [997566.875] TECH_HONOR [997566.875] Random value: 216 [997566.875] Tech allows defensive pacts (+400). iValue is now 616 [997566.875] Tech enables a building! Value is now 1016 [997566.875] After Projects, value is now 1016 [997566.875] Now adding weight, which is: 4. New value is: 1020 [997566.875] After adding flavours we're at 1340 [997566.875] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 60909. [997566.875] TECH_HORSEBACK_RIDING [997566.875] Random value: 1343 [997566.875] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1543 [997566.875] This is a unit used mainly for attacking. +100 to Value and 600/300 (depending on whether we have a war plan or not) on military value. iValue is now 1643 and military value is now 300 [997566.875] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 200 [997566.875] MilitaryValue added to Value. Value is now 1843 [997566.875] Tech enables a building! Value is now 2243 [997566.875] After Projects, value is now 2243 [997566.875] Now adding weight, which is: 4. New value is: 2247 [997566.875] After adding flavours we're at 2547 [997566.875] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 212250. [997566.875] TECH_IRON_WORKING [997566.875] Random value: 591 [997566.875] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [997566.875] It's not NO_IMPROVEMENT (+100) [997566.875] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 300 [997566.875] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 680 [997566.875] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 680 [997566.875] Done with build options. buildValue was added to iValue. iValue is now 1271 [997566.875] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1471 [997566.875] This is a unit used mainly for attacking. +100 to Value and 600/300 (depending on whether we have a war plan or not) on military value. iValue is now 1571 and military value is now 300 [997566.875] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 200 [997566.875] MilitaryValue added to Value. Value is now 1771 [997566.875] After Projects, value is now 1771 [997566.875] Now adding weight, which is: 10. New value is: 1781 [997566.875] After adding flavours we're at 2281 [997566.875] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 60026. [997566.875] TECH_KNOWLEDGE_OF_THE_ETHER [997566.875] Random value: 1935 [997566.875] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2135 [997566.875] This is a RESERVE unit. +200/100 to military, +0 to value. military and value are now 100 and 2135 [997566.875] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 66 [997566.875] MilitaryValue added to Value. Value is now 2201 [997566.875] Tech enables a building! Value is now 2601 [997566.875] Tech enables a building! Value is now 3001 [997566.875] After Projects, value is now 3001 [997566.875] Now adding weight, which is: 0. New value is: 3001 [997566.875] After adding flavours we're at 4081 [997566.875] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 313923. [997566.875] TECH_MASONRY [997566.875] Random value: 986 [997566.875] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [997566.875] It's not NO_IMPROVEMENT (+100) [997566.875] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 300 [997566.875] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 300 [997566.875] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 300 [997566.875] Done with build options. buildValue was added to iValue. iValue is now 1286 [997566.875] Tech enables a building! Value is now 1686 [997566.875] Wonder building enabled! Value is now 2601 [997566.875] Tech enables a building! Value is now 3001 [997566.875] After Projects, value is now 3001 [997566.875] Now adding weight, which is: 0. New value is: 3001 [997566.875] After adding flavours we're at 3481 [997566.875] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 435125. [997566.875] TECH_MATHEMATICS [997566.875] Random value: 732 [997566.875] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [997566.875] It's not NO_IMPROVEMENT (+100) [997566.875] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 300 [997566.875] Found one terrain on which this improvement can be built (+50). iBuildValue is now 350 [997566.875] Found one terrain on which this improvement can be built (+50). iBuildValue is now 400 [997566.875] Found one terrain on which this improvement can be built (+50). iBuildValue is now 450 [997566.875] Found one terrain on which this improvement can be built (+50). iBuildValue is now 500 [997566.875] Found one terrain on which this improvement can be built (+50). iBuildValue is now 550 [997566.875] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 600 [997566.875] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 650 [997566.875] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 700 [997566.875] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 750 [997566.875] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 800 [997566.875] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 800 [997566.875] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 800 [997566.875] Done with build options. buildValue was added to iValue. iValue is now 1532 [997566.875] Tech enables a building! Value is now 1932 [997566.875] Tech enables a building! Value is now 2332 [997566.875] After Projects, value is now 2332 [997566.875] All new processes that were added by this tech have been accounted for. Value is now 2632 [997566.875] All new processes that were added by this tech have been accounted for. Value is now 2632 [997566.875] All new processes that were added by this tech have been accounted for. Value is now 2632 [997566.875] Now adding weight, which is: 0. New value is: 2632 [997566.875] After adding flavours we're at 3432 [997566.875] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 180631. [997566.875] TECH_MESSAGE_FROM_THE_DEEP [997566.875] Random value: 686 [997566.875] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 886 [997566.875] This is a unit used mainly for attacking. +100 to Value and 600/300 (depending on whether we have a war plan or not) on military value. iValue is now 986 and military value is now 300 [997566.875] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 200 [997566.875] MilitaryValue added to Value. Value is now 1186 [997566.875] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1386 [997566.875] This is a MISSIONARY unit. +600 to value if we have a state religion, +300 if not. military and value are now 0 and 1686 [997566.875] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 0 [997566.875] MilitaryValue added to Value. Value is now 1686 [997566.875] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 1886 [997566.875] Tech enables a building! Value is now 2286 [997566.875] After Projects, value is now 2286 [997566.875] Tech enables religion founding which hasn't been founded yet! Added random number between 1 and 2399 to value, which is now 2527 [997566.875] Religion founding possible and we have no holy city yet! +600 3127 [997566.875] Religion founding possible and we have no religion yet! +300 3427 [997566.875] Another 100 for religion! 3527 [997566.875] Now adding weight, which is: 0. New value is: 3527 [997566.875] After adding flavours we're at 3847 [997566.875] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 274785. [997566.875] TECH_MONARCHY [997566.875] Random value: 791 [997566.875] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 991 [997566.875] This is a CITY_DEFENSE unit. +800/400 plus 400 if we have more than one city or plus 200 if we have only one city to military, +200 to value if we haven't met anyone yet, +800 if we have. military and value are now 600 and 1791 [997566.875] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 400 [997566.875] MilitaryValue added to Value. Value is now 2191 [997566.875] Tech enables a building! Value is now 2591 [997566.875] Tech enables a building! Value is now 2991 [997566.875] After Projects, value is now 2991 [997566.875] Now adding weight, which is: 0. New value is: 2991 [997566.875] After adding flavours we're at 3351 [997566.875] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 152318. [997566.875] TECH_MYSTICISM [997566.875] Random value: 1725 [997566.875] Tech enables a building! Value is now 2125 [997566.875] Tech enables a building! Value is now 2525 [997566.875] After Projects, value is now 2525 [997566.875] This tech enables a new civic! (+200) Value is now 2725 [997566.875] VOODOO! +800 3525 [997566.875] Now adding weight, which is: 0. New value is: 3525 [997566.875] After adding flavours we're at 3845 [997566.875] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 480625. [997566.875] TECH_NECROMANCY [997566.875] Random value: 1547 [997566.875] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [997566.875] It's not NO_IMPROVEMENT (+100) [997566.875] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 300 [997566.875] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 300 [997566.875] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 2100 [997566.875] We found one build option which has this tech as prereq! (+200). iBuildValue is now 2300 [997566.875] It's not NO_IMPROVEMENT (+100) [997566.875] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 2400 [997566.875] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 2400 [997566.875] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 4200 [997566.875] We found one build option which has this tech as prereq! (+200). iBuildValue is now 4400 [997566.875] It's not NO_IMPROVEMENT (+100) [997566.875] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 4500 [997566.875] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 4500 [997566.875] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 6300 [997566.875] We found one build option which has this tech as prereq! (+200). iBuildValue is now 6500 [997566.875] It's not NO_IMPROVEMENT (+100) [997566.875] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 6600 [997566.875] Found one terrain on which this improvement can be built (+50). iBuildValue is now 6650 [997566.875] Found one terrain on which this improvement can be built (+50). iBuildValue is now 6700 [997566.875] Found one terrain on which this improvement can be built (+50). iBuildValue is now 6750 [997566.875] Found one terrain on which this improvement can be built (+50). iBuildValue is now 6800 [997566.875] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 6850 [997566.875] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 6900 [997566.875] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 6950 [997566.875] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 7000 [997566.875] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 6800 [997566.875] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 6800 [997566.875] Done with build options. buildValue was added to iValue. iValue is now 8347 [997566.875] Tech enables a building! Value is now 8747 [997566.875] After Projects, value is now 8747 [997566.875] Now adding weight, which is: 0. New value is: 8747 [997566.875] After adding flavours we're at 9547 [997566.875] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 433954. [997566.875] TECH_OPTICS [997566.875] Random value: 887 [997566.875] Tech adds extra sight over water. (+100) [997566.875] And our capital is alone. (+400) [997566.875] iValue is now 1387 [997566.875] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1587 [997566.875] This is a ATTACK_SEA unit. +300 to military if we have a warplan, +200 if not. military and value are now 200 and 1587 [997566.875] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 133 [997566.875] MilitaryValue added to Value. Value is now 1720 [997566.875] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 1920 [997566.875] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2120 [997566.875] This is a ATTACK_SEA unit. +400 to military if warplan or capital alone, +200 if none of these. military and value are now 400 and 2120 [997566.875] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 266 [997566.875] MilitaryValue added to Value. Value is now 2386 [997566.875] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 2586 [997566.875] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2786 [997566.875] This is a EXPLORE_SEA unit. +1800 to value if capitalalone, +600 if not. military and value are now 0 and 4586 [997566.875] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 0 [997566.875] MilitaryValue added to Value. Value is now 4586 [997566.875] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 4786 [997566.875] This is a EXPLORE_SEA unit. New value is 5386 [997566.875] After Projects, value is now 5386 [997566.875] Now adding weight, which is: 0. New value is: 5386 [997566.875] After adding flavours we're at 6186 [997566.875] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 325578. [997566.875] TECH_PHILOSOPHY [997566.875] Random value: 68 [997566.875] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 268 [997566.875] This is a EXPLORE unit. +100 to value if we only have a capital, +200 if we have more cities. military and value are now 0 and 368 [997566.875] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 0 [997566.875] MilitaryValue added to Value. Value is now 368 [997566.875] Tech enables a building! Value is now 768 [997566.875] After Projects, value is now 768 [997566.875] Now adding weight, which is: 0. New value is: 768 [997566.875] After adding flavours we're at 1308 [997566.875] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 100615. [997566.875] TECH_POISONS [997566.875] Random value: 1195 [997566.875] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1395 [997566.875] This is a EXPLORE unit. +100 to value if we only have a capital, +200 if we have more cities. military and value are now 0 and 1495 [997566.875] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 0 [997566.875] MilitaryValue added to Value. Value is now 1495 [997566.875] After Projects, value is now 1495 [997566.875] Now adding weight, which is: 0. New value is: 1495 [997566.875] After adding flavours we're at 1815 [997566.875] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 82500. [997566.875] TECH_PRIESTHOOD [997566.875] Random value: 1897 [997566.875] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2097 [997566.875] This is a COUNTER unit. +600/300 to military, +0 to value. military and value are now 300 and 2097 [997566.875] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 200 [997566.875] MilitaryValue added to Value. Value is now 2297 [997566.875] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 2497 [997566.875] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2697 [997566.875] This is a COUNTER unit. +600/300 to military, +0 to value. military and value are now 300 and 2697 [997566.875] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 200 [997566.875] MilitaryValue added to Value. Value is now 2897 [997566.875] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 3097 [997566.875] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 3297 [997566.875] This is a COUNTER unit. +600/300 to military, +0 to value. military and value are now 300 and 3297 [997566.875] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 200 [997566.875] MilitaryValue added to Value. Value is now 3497 [997566.875] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 3697 [997566.875] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 3897 [997566.875] This is a COUNTER unit. +600/300 to military, +0 to value. military and value are now 300 and 3897 [997566.875] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 200 [997566.875] MilitaryValue added to Value. Value is now 4097 [997566.875] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 4297 [997566.875] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 4497 [997566.875] This is a COUNTER unit. +600/300 to military, +0 to value. military and value are now 300 and 4497 [997566.875] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 200 [997566.875] MilitaryValue added to Value. Value is now 4697 [997566.875] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 4897 [997566.875] Tech enables a building! Value is now 5297 [997566.875] Tech enables a building! Value is now 5697 [997566.875] After Projects, value is now 5697 [997566.875] This tech enables a new civic! (+200) Value is now 5897 [997566.875] Now adding weight, which is: 0. New value is: 5897 [997566.875] After adding flavours we're at 6137 [997566.875] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 278954. [997566.875] TECH_SANITATION [997566.875] Random value: 1775 [997566.875] Tech improves improvements (hah!). Based on their yield changes and their aiWeight we are going to add 200. iValue is now: 1975 [997566.875] Tech enables a building! Value is now 2375 [997566.875] Tech enables a building! Value is now 2775 [997566.875] Tech enables a building! Value is now 3175 [997566.875] After Projects, value is now 3175 [997566.875] Now adding weight, which is: 0. New value is: 3175 [997566.875] After adding flavours we're at 3555 [997566.875] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 161590. [997566.875] TECH_SEAFARING [997566.875] Random value: 272 [997566.875] Tech adds extra moves for one domain. New iValue is 472 [997566.875] This tech reveals a bonus (+200). Also adding bonusVal as calculated in CvPlayerAI.cpp. In this case AI_bonusVal * 50 is 500. New iValue is 1172 [997566.875] After Projects, value is now 1172 [997566.875] Now adding weight, which is: 0. New value is: 1172 [997566.875] After adding flavours we're at 1172 [997566.875] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 195333. [997566.875] TECH_SMELTING [997566.875] Random value: 302 [997566.875] We found one build option which has this tech as prereq! (+200). iBuildValue is now 200 [997566.875] It's not NO_IMPROVEMENT (+100) [997566.875] After checking whether it's buildable on hills (+100), next to fresh water (+200), by a riverside (+100), and whether it carries irrigation (+300), we've arrived at the new buildValue of 500 [997566.875] Found one terrain on which this improvement can be built (+50). iBuildValue is now 550 [997566.875] Found one terrain on which this improvement can be built (+50). iBuildValue is now 600 [997566.875] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 650 [997566.875] Found one featuretype on which this improvement can be built (+50). iBuildValue is now 700 [997566.875] After considering all the yield changes this improvement causes and weighing them, iBuildValue is now 720 [997566.875] After considering what bonuses (resources) this build option allows us access to, and weighing them, we have arrived at this iBuildValue: 720 [997566.875] Done with build options. buildValue was added to iValue. iValue is now 1022 [997566.875] This tech reveals a bonus (+200). Also adding bonusVal as calculated in CvPlayerAI.cpp. In this case AI_bonusVal * 50 is 3050. New iValue is 4272 [997566.875] After Projects, value is now 4272 [997566.875] Now adding weight, which is: 0. New value is: 4272 [997566.875] After adding flavours we're at 4312 [997566.875] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 196000. [997566.875] TECH_STIRRUPS [997566.875] Random value: 117 [997566.875] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 317 [997566.875] This is a unit used mainly for attacking. +100 to Value and 600/300 (depending on whether we have a war plan or not) on military value. iValue is now 417 and military value is now 300 [997566.875] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 200 [997566.875] MilitaryValue added to Value. Value is now 617 [997566.875] After Projects, value is now 617 [997566.875] Now adding weight, which is: 0. New value is: 617 [997566.875] After adding flavours we're at 697 [997566.875] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 18342. [997566.875] TECH_TAXATION [997566.875] Random value: 930 [997566.875] Tech enables a building! Value is now 1330 [997566.875] After Projects, value is now 1330 [997566.875] This tech enables a new civic! (+200) Value is now 1530 [997566.875] VOODOO! +800 2330 [997566.875] Now adding weight, which is: 0. New value is: 2330 [997566.875] After adding flavours we're at 2330 [997566.875] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 61315. [997566.875] TECH_TRACKING [997566.875] Random value: 446 [997566.875] After Projects, value is now 446 [997566.875] Now adding weight, which is: 0. New value is: 446 [997566.875] After adding flavours we're at 886 [997566.875] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 73833. [997566.875] TECH_TRADE [997566.875] Random value: 688 [997566.875] Tech allows tech trading (+200). [997566.875] And we have met other players already. (+600) [997566.875] iValue is now 1488 [997566.875] Tech adds trade routes. New iValue is 2088 [997566.875] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2288 [997566.875] This is a unit used mainly for attacking. +100 to Value and 600/300 (depending on whether we have a war plan or not) on military value. iValue is now 2388 and military value is now 300 [997566.875] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 200 [997566.875] MilitaryValue added to Value. Value is now 2588 [997566.875] Tech enables a building! Value is now 2988 [997566.875] Tech enables a building! Value is now 3388 [997566.875] After Projects, value is now 3388 [997566.875] This tech enables a new civic! (+200) Value is now 3588 [997566.875] Now adding weight, which is: 0. New value is: 3588 [997566.875] After adding flavours we're at 3668 [997566.875] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 305666. [997566.875] TECH_WARFARE [997566.875] Random value: 973 [997566.875] Tech enables a building! Value is now 1373 [997566.875] Tech enables a building! Value is now 1773 [997566.875] After Projects, value is now 1773 [997566.875] This tech enables a new civic! (+200) Value is now 1973 [997566.875] VOODOO! +800 2773 [997566.875] This tech enables a new civic! (+200) Value is now 2973 [997566.875] Now adding weight, which is: 0. New value is: 2973 [997566.875] After adding flavours we're at 3413 [997566.875] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 310272. [997566.875] TECH_WAY_OF_THE_FORESTS [997566.875] Random value: 1784 [997566.875] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 1984 [997566.875] This is a MISSIONARY unit. +600 to value if we have a state religion, +300 if not. military and value are now 0 and 2284 [997566.875] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 0 [997566.875] MilitaryValue added to Value. Value is now 2284 [997566.875] This was the first unit with this unit AI type for the AI. Added 200 to value, which is now 2484 [997566.875] Found a unit that is enabled by this tech. (+200). Now looking at its military value. Before that (and after the flat 200), iValue is 2684 [997566.875] This is a unit used mainly for attacking. +100 to Value and 600/300 (depending on whether we have a war plan or not) on military value. iValue is now 2784 and military value is now 300 [997566.875] Our capital is alone. Multiply the military value of the unit by 2/3. It is now 200 [997566.875] MilitaryValue added to Value. Value is now 2984 [997566.875] Tech enables a building! Value is now 3384 [997566.875] After Projects, value is now 3384 [997566.875] Tech enables religion founding which hasn't been founded yet! Added random number between 1 and 2399 to value, which is now 4938 [997566.875] Religion founding possible and we have no holy city yet! +600 5538 [997566.875] Religion founding possible and we have no religion yet! +300 5838 [997566.875] Another 100 for religion! 5938 [997566.875] Now adding weight, which is: 0. New value is: 5938 [997566.875] After adding flavours we're at 6018 [997566.875] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 429857. [997566.875] TECH_WAY_OF_THE_WICKED [997566.875] Random value: 1235 [997566.875] After Projects, value is now 1235 [997566.875] Now adding weight, which is: 0. New value is: 1235 [997566.875] After adding flavours we're at 1635 [997566.875] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 148636. [997566.875] TECH_WAY_OF_THE_WISE [997566.875] Random value: 646 [997566.875] After Projects, value is now 646 [997566.875] This tech enables a new civic! (+200) Value is now 846 [997566.875] Now adding weight, which is: 0. New value is: 846 [997566.875] After adding flavours we're at 926 [997566.875] We are not ignoring cost and value is over 0. We've multiplied value by 1000 and then divided it by the amount of turns we still need to get this tech + 5. We are now at 84181.