civ3_main.cpp@1252: ** BUILD EXE :C:\CTP2\ctp2_code\ctp\CivCTP_dbg.exe civ3_main.cpp@1268: ** BUILD INFO: civ3_main.cpp@1277: ** Creation Time: 08/12/2008 18:23:16.328 civ3_main.cpp@1286: ** Last Write Time: 08/12/2008 18:23:43.015 civ3_main.cpp@1294: Log started at 08:23PM 08/12/2008 civ3_main.cpp@1296: ** SYSTEM INFO: civ3_main.cpp@1305: ** Windows Version: 5.1 NT build 2600, Service Pack 2 civ3_main.cpp@1312: ** Computer Name: MRCOMPUT-874580 civ3_main.cpp@1318: ** User Name: a civ3_main.cpp@1325: ** Physical RAM: 1073205248 bytes civ3_main.cpp@1326: ** Available RAM: 396767232 bytes civ3_main.cpp@1327: ** Page File Size: 2581286912 bytes civ3_main.cpp@1328: ** Page File Free: 2019553280 bytes civ3_main.cpp@1329: ** Total VM: 2147352576 bytes civ3_main.cpp@1330: ** Available VM: 2060242944 bytes civ3_main.cpp@1331: ** Memory load: 63% used civ3_main.cpp@1333: ** Direct X Version: 0x501 civ3_main.cpp@1334: ** Cur ScreenSize: 0 x 0 ctpdatabase.cpp@326 : GovMod- Adding modified record UNIT_WARRIOR, Gov Index 10 unitutil.cpp@115 : Unit 0: Abolitionist unitutil.cpp@115 : Unit 1: Aircraft Carrier unitutil.cpp@115 : Unit 2: Archer unitutil.cpp@115 : Unit 3: Artillery unitutil.cpp@115 : Unit 4: Battleship unitutil.cpp@115 : Unit 5: Bomber unitutil.cpp@115 : Unit 6: Cannon unitutil.cpp@115 : Unit 7: Caravan unitutil.cpp@115 : Unit 8: Cargo Helicopter unitutil.cpp@115 : Unit 9: Carrack unitutil.cpp@115 : Unit 10: Coracle unitutil.cpp@115 : Unit 11: Catapult unitutil.cpp@115 : Unit 12: Cavalry unitutil.cpp@115 : Unit 13: City unitutil.cpp@115 : Unit 14: Cleric unitutil.cpp@115 : Unit 15: Corporate Branch unitutil.cpp@115 : Unit 16: Crawler unitutil.cpp@115 : Unit 17: Cruise Missile unitutil.cpp@115 : Unit 18: Cyber Ninja unitutil.cpp@115 : Unit 19: Destroyer unitutil.cpp@115 : Unit 20: Diplomat unitutil.cpp@115 : Unit 21: Dreadnaught unitutil.cpp@115 : Unit 22: Eco-Ranger unitutil.cpp@115 : Unit 23: Eco-Terrorist unitutil.cpp@115 : Unit 24: Empathic Diplomat unitutil.cpp@115 : Unit 25: Fascist unitutil.cpp@115 : Unit 26: Fighter unitutil.cpp@115 : Unit 27: Fire Trireme unitutil.cpp@115 : Unit 28: PT Boat unitutil.cpp@115 : Unit 29: Fusion Tank unitutil.cpp@115 : Unit 30: Hoplite unitutil.cpp@115 : Unit 31: Hover Infantry unitutil.cpp@115 : Unit 32: Infantryman unitutil.cpp@115 : Unit 33: Infector unitutil.cpp@115 : Unit 34: Interceptor unitutil.cpp@115 : Unit 35: Ironclad unitutil.cpp@115 : Unit 36: Knight unitutil.cpp@115 : Unit 37: Kraken unitutil.cpp@115 : Unit 38: Lawyer unitutil.cpp@115 : Unit 39: Leviathan unitutil.cpp@115 : Unit 40: Longship unitutil.cpp@115 : Unit 41: Machine Gunner unitutil.cpp@115 : Unit 42: Marine unitutil.cpp@115 : Unit 43: Mobile SAM unitutil.cpp@115 : Unit 44: Moray Striker unitutil.cpp@115 : Unit 45: Mounted Archer unitutil.cpp@115 : Unit 46: Nuclear Submarine unitutil.cpp@115 : Unit 47: Nuke unitutil.cpp@115 : Unit 48: Sea Colony unitutil.cpp@115 : Unit 49: Paratrooper unitutil.cpp@115 : Unit 50: Pikemen unitutil.cpp@115 : Unit 51: Plasma Destroyer unitutil.cpp@115 : Unit 52: Scout Sub unitutil.cpp@115 : Unit 53: Sea Engineer unitutil.cpp@115 : Unit 54: Settler unitutil.cpp@115 : Unit 55: Ship of the Line unitutil.cpp@115 : Unit 56: Slaver unitutil.cpp@115 : Unit 57: Space Colony unitutil.cpp@115 : Unit 58: Space Plane unitutil.cpp@115 : Unit 59: Spy unitutil.cpp@115 : Unit 60: Spy Plane unitutil.cpp@115 : Unit 61: Stealth Bomber unitutil.cpp@115 : Unit 62: Stealth Fighter unitutil.cpp@115 : Unit 63: Submarine unitutil.cpp@115 : Unit 64: Samurai unitutil.cpp@115 : Unit 65: Tank unitutil.cpp@115 : Unit 66: Televangelist unitutil.cpp@115 : Unit 67: Troop Ship unitutil.cpp@115 : Unit 68: Urban Planner unitutil.cpp@115 : Unit 69: War Walker unitutil.cpp@115 : Unit 70: Warrior unitutil.cpp@115 : Unit 71: Freight Transport unitutil.cpp@115 : Unit 72: Longbowman unitutil.cpp@115 : Unit 73: Elephant Warrior slicengine.cpp@2100: SLIC: control InitPlayWindow.NewGameButton used slicengine.cpp@2100: SLIC: control SPNewGameWindow.StartButton used gameinit.cpp@1516: ** RANDOM SEED 39646484 wldgen.cpp@935 : Good Rubies has a base value of 1.050000 wldgen.cpp@935 : Good Diamonds has a base value of 1.050000 wldgen.cpp@935 : Good Bauxite has a base value of 1.050000 wldgen.cpp@935 : Good Emeralds has a base value of 1.050000 wldgen.cpp@935 : Good Glass has a base value of 1.050000 wldgen.cpp@935 : Good Oil has a base value of 1.050000 wldgen.cpp@935 : Good Dates has a base value of 1.050000 wldgen.cpp@935 : Good Camels has a base value of 0.042000 wldgen.cpp@935 : Good Hardwood has a base value of 0.042000 wldgen.cpp@935 : Good Bear has a base value of 0.026000 wldgen.cpp@935 : Good Apples has a base value of 0.042000 wldgen.cpp@935 : Good Beavers has a base value of 1.050000 wldgen.cpp@935 : Good Cotton has a base value of 1.050000 wldgen.cpp@935 : Good Tobacco has a base value of 0.042000 wldgen.cpp@935 : Good Potatoes has a base value of 1.050000 wldgen.cpp@935 : Good Poppies has a base value of 1.050000 wldgen.cpp@935 : Good Coffee has a base value of 1.050000 wldgen.cpp@935 : Good Grapes has a base value of 1.050000 wldgen.cpp@935 : Good Uranium has a base value of 1.050000 wldgen.cpp@935 : Good Olives has a base value of 1.050000 wldgen.cpp@935 : Good Medicinal Herbs has a base value of 1.050000 wldgen.cpp@935 : Good Jade has a base value of 1.050000 wldgen.cpp@935 : Good Bananas has a base value of 1.050000 wldgen.cpp@935 : Good Sugar has a base value of 0.042000 wldgen.cpp@935 : Good Tea has a base value of 1.050000 wldgen.cpp@935 : Good Emeralds has a base value of 1.050000 wldgen.cpp@935 : Good Coal has a base value of 1.050000 wldgen.cpp@935 : Good Gold has a base value of 1.050000 wldgen.cpp@935 : Good Spices has a base value of 0.042000 wldgen.cpp@935 : Good Elephant has a base value of 0.034000 wldgen.cpp@935 : Good Wheat has a base value of 0.034000 wldgen.cpp@935 : Good Buffalo has a base value of 1.050000 wldgen.cpp@935 : Good Alligator has a base value of 1.050000 wldgen.cpp@935 : Good Rice has a base value of 1.050000 wldgen.cpp@935 : Good Cilli has a base value of 1.050000 wldgen.cpp@935 : Good Peat has a base value of 0.042000 wldgen.cpp@935 : Good Caribou has a base value of 1.050000 wldgen.cpp@935 : Good Whale has a base value of 0.026000 wldgen.cpp@935 : Good Giant Squid has a base value of 1.050000 wldgen.cpp@935 : Good Tuna has a base value of 1.050000 wldgen.cpp@935 : Good Crab has a base value of 1.050000 wldgen.cpp@935 : Good Pearls has a base value of 0.042000 wldgen.cpp@935 : Good Salmon has a base value of 0.034000 wldgen.cpp@935 : Good Lobster has a base value of 0.034000 wldgen.cpp@935 : Good Copper has a base value of 1.050000 wldgen.cpp@935 : Good Silver has a base value of 1.050000 wldgen.cpp@935 : Good Crab has a base value of 0.010000 wldgen.cpp@935 : Good Fish has a base value of 0.034000 wldgen.cpp@935 : Good Dye has a base value of 0.010000 wldgen.cpp@935 : Good Iron Ore has a base value of 1.050000 wldgen.cpp@935 : Good Silver has a base value of 1.050000 wldgen.cpp@935 : Good Sapphires has a base value of 1.050000 wldgen.cpp@935 : Good Emeralds has a base value of 1.050000 wldgen.cpp@935 : Good Seal has a base value of 1.050000 wldgen.cpp@935 : Good Walrus has a base value of 1.050000 advances.cpp@448 : Advance: Player 0 was given Toolmaking as an initial advance advances.cpp@448 : Advance: Player 0 was given Agriculture as an initial advance advances.cpp@448 : Advance: Player 0 was given Religion as an initial advance advances.cpp@448 : Advance: Player 0 was given Bronze Working as an initial advance advances.cpp@448 : Advance: Player 0 was given Ballistics as an initial advance advances.cpp@448 : Advance: Player 0 was given Shipbuilding as an initial advance advances.cpp@448 : Advance: Player 0 was given Slave Labor as an initial advance objpool.cpp@93 : ObjPool: Inserting object id a0000000 advances.cpp@448 : Advance: Player 1 was given Toolmaking as an initial advance advances.cpp@448 : Advance: Player 1 was given Agriculture as an initial advance advances.cpp@448 : Advance: Player 1 was given Religion as an initial advance objpool.cpp@93 : ObjPool: Inserting object id a0000001 advances.cpp@448 : Advance: Player 2 was given Toolmaking as an initial advance advances.cpp@448 : Advance: Player 2 was given Agriculture as an initial advance advances.cpp@448 : Advance: Player 2 was given Religion as an initial advance advances.cpp@448 : Advance: Player 2 was given Bronze Working as an initial advance advances.cpp@448 : Advance: Player 2 was given Ballistics as an initial advance advances.cpp@448 : Advance: Player 2 was given Stone Working as an initial advance advances.cpp@448 : Advance: Player 2 was given Shipbuilding as an initial advance advances.cpp@448 : Advance: Player 2 was given Slave Labor as an initial advance objpool.cpp@93 : ObjPool: Inserting object id a0000002 unitdata.cpp@302 : Creating unit: id: 0x10000000, type: 54, owner: 1 objpool.cpp@93 : ObjPool: Inserting object id 10000000 player.cpp@988 : Player::CreateUnit(t=54, pos=(8,34), hc=0x0) : newunit=0x10000000 objpool.cpp@93 : ObjPool: Inserting object id d0000000 unitdata.cpp@302 : Creating unit: id: 0x10000001, type: 54, owner: 2 objpool.cpp@93 : ObjPool: Inserting object id 10000001 player.cpp@988 : Player::CreateUnit(t=54, pos=(13,18), hc=0x0) : newunit=0x10000001 objpool.cpp@93 : ObjPool: Inserting object id d0000001 unitdata.cpp@302 : Creating unit: id: 0x10000002, type: 54, owner: 2 objpool.cpp@93 : ObjPool: Inserting object id 10000002 player.cpp@988 : Player::CreateUnit(t=54, pos=(13,18), hc=0x0) : newunit=0x10000002 objpool.cpp@93 : ObjPool: Inserting object id d0000002 playerturn.cpp@128 : Player[1]::BeginTurn: running player.cpp@1838: Cost before killing units: 0.000000 player.cpp@1859: cost: 0, mil_total: 0, franchises: 0, total prod: 0 player.cpp@1676: Adding 0 science to player 1, who had 0 player.cpp@3537: Advance cost: 1026, have: 0 playerevent.cpp@337 : It's player 1's turn - year 0. playerevent.cpp@338 : Gold: 100 playerevent.cpp@339 : Public Works: 0 director.cpp@2684: Director::AddBeginScheduler(1) gslogs.cpp@75 : [Player 1] [Turn 0] gslogs.cpp@75 : Food Total: 0 gslogs.cpp@75 : Food Crime: 0 (0%): gslogs.cpp@75 : Food Consumed: 0 (0%) gslogs.cpp@75 : Food Stored: 0 (100%) gslogs.cpp@75 : Total Production: 0 gslogs.cpp@75 : Production Crime: 0 (0%) gslogs.cpp@75 : Production Unit Upkeep: 0 (0%) gslogs.cpp@75 : Production PW: 0 (0%) gslogs.cpp@75 : Total Commerce: 0 gslogs.cpp@75 : Total Commerce After Science: 0 gslogs.cpp@75 : Commerce Crime: 0 (0%) gslogs.cpp@75 : Commerce Wages: 0 (0%) gslogs.cpp@75 : Commerce Building Upkeep: 0 (0%) gslogs.cpp@75 : Commerce Science: 0 (0%): gslogs.cpp@75 : Commerce Savings %: 100 gslogs.cpp@75 : Net Trade: 0 gslogs.cpp@75 : Total accumulated science: 0 gslogs.cpp@75 : Total cities: 0 gslogs.cpp@75 : Rioting: 0 gslogs.cpp@75 : Content: 0 gslogs.cpp@75 : Happy: 0 gslogs.cpp@75 : Total population: 0/0, +0 gslogs.cpp@75 : Total Units: 1 gslogs.cpp@75 : Total Military Units: 0 gslogs.cpp@75 : Total Attack Strength: 0 gslogs.cpp@75 : Settings: gslogs.cpp@75 : Science Tax: 50 gslogs.cpp@75 : PW: 20 gslogs.cpp@75 : Workday: 0 gslogs.cpp@75 : Wages: 0 gslogs.cpp@75 : Rations: 0 gslogs.cpp@75 : Current research: Ballistics slicengine.cpp@2100: SLIC: control ControlPanelWindow.ControlPanel.ControlTabPanel.UnitTab.TabPanel.UnitOrderButtonGrid.Order4 used slicengine.cpp@2100: SLIC: control ControlPanelWindow.ControlPanel.ControlTabPanel.UnitTab.TabPanel.UnitOrderButtonGrid used slicengine.cpp@2100: SLIC: control ControlPanelWindow.ControlPanel.ControlTabPanel.UnitTab.TabPanel used slicengine.cpp@2100: SLIC: control ControlPanelWindow.ControlPanel used armydata.cpp@6228: Army 0xd0000000 Executing order ORDER_SETTLE @ (8,34), turn=0 unitdata.cpp@1839: Unit 10000000 settling unitdata.cpp@302 : Creating unit: id: 0x10000003, type: 13, owner: 1 objpool.cpp@93 : ObjPool: Inserting object id 10000003 wrldcity.cpp@168 : World: Inserted city 0x10000003 at (8,34) unit.cpp@167 : Unit::RemoveAllReferences: id: 0x10000000 wrlunit.cpp@93 : World::RemoveUnitReference: id: 0x10000000 player.cpp@1256: Player::RemoveUnitReference(10000000, 9) objpool.cpp@106 : ObjPool: Deleting object id d0000000 objpool.cpp@106 : ObjPool: Deleting object id 10000000 slicengine.cpp@2100: SLIC: control BuildEditorWindow.ItemsBox used citydata.cpp@4260: City: Building Warrior slicengine.cpp@2100: SLIC: control BuildEditorWindow.ItemsBox used slicengine.cpp@2100: SLIC: control BuildEditorWindow.NormalModeButtons.CloseButton used slicengine.cpp@2100: SLIC: control ControlPanelWindow.ControlPanel.ShortcutPad.CivilizationManagementButton used player.cpp@3462: Player::SetTaxes(0.000000) player.cpp@3462: Player::SetTaxes(0.500000) slicengine.cpp@2100: SLIC: control DomesticDialog.TabGroup.Tab1.TabPanel.Production.Modify.Secondary.spinner.autodecx used slicengine.cpp@2100: SLIC: control DomesticDialog.TabGroup.Tab1.TabPanel.Production.Modify.Secondary used slicengine.cpp@2100: SLIC: control DomesticDialog.TabGroup.Tab1.TabPanel.Production.Modify used slicengine.cpp@2100: SLIC: control DomesticDialog.TabGroup.Tab1.TabPanel.Production used slicengine.cpp@2100: SLIC: control DomesticDialog.TabGroup.Tab1.TabPanel used slicengine.cpp@2100: SLIC: control DomesticDialog.TabGroup.Tab1.TabPanel.Production.Modify.Secondary used slicengine.cpp@2100: SLIC: control DomesticDialog.TabGroup.Tab1.TabPanel.Production.Modify used slicengine.cpp@2100: SLIC: control DomesticDialog.TabGroup.Tab1.TabPanel.Production used slicengine.cpp@2100: SLIC: control DomesticDialog.TabGroup.Tab1.TabPanel used slicengine.cpp@2100: SLIC: control DomesticDialog.TabGroup.Tab1.TabPanel.Production.Modify.Primary.slider used slicengine.cpp@2100: SLIC: control DomesticDialog.TabGroup.Tab1.TabPanel.Production.Modify.Primary used slicengine.cpp@2100: SLIC: control DomesticDialog.TabGroup.Tab1.TabPanel.Production.Modify used slicengine.cpp@2100: SLIC: control DomesticDialog.TabGroup.Tab1.TabPanel.Production used slicengine.cpp@2100: SLIC: control DomesticDialog.TabGroup.Tab1.TabPanel used slicengine.cpp@2100: SLIC: control DomesticDialog.TabGroup.Tab1.TabPanel.Production.Modify.Primary.slider used slicengine.cpp@2100: SLIC: control DomesticDialog.TabGroup.Tab1.TabPanel.Production.Modify.Primary used slicengine.cpp@2100: SLIC: control DomesticDialog.TabGroup.Tab1.TabPanel.Production.Modify used slicengine.cpp@2100: SLIC: control DomesticDialog.TabGroup.Tab1.TabPanel.Production used slicengine.cpp@2100: SLIC: control DomesticDialog.TabGroup.Tab1.TabPanel used slicengine.cpp@2100: SLIC: control DomesticDialog.CloseButton used slicengine.cpp@2100: SLIC: control ControlPanelWindow.ControlPanel.TurnButton used endturnbutton.c@64 : Button end turn, 1 director.cpp@2054: Director::AddEndTurn, curPlayer = 1 slicengine.cpp@2100: SLIC: control ControlPanelWindow.ControlPanel used playerturn.cpp@128 : Player[2]::BeginTurn: running player.cpp@3462: Player::SetTaxes(0.700000) player.cpp@1838: Cost before killing units: 0.000000 player.cpp@1859: cost: 0, mil_total: 0, franchises: 0, total prod: 0 player.cpp@1676: Adding 0 science to player 2, who had 0 player.cpp@3537: Advance cost: 494, have: 0 playerevent.cpp@337 : It's player 2's turn - year 1. playerevent.cpp@338 : Gold: 8000 playerevent.cpp@339 : Public Works: 500 director.cpp@2684: Director::AddBeginScheduler(2) gslogs.cpp@75 : [Player 2] [Turn 1] gslogs.cpp@75 : Food Total: 0 gslogs.cpp@75 : Food Crime: 0 (0%): gslogs.cpp@75 : Food Consumed: 0 (0%) gslogs.cpp@75 : Food Stored: 0 (100%) gslogs.cpp@75 : Total Production: 0 gslogs.cpp@75 : Production Crime: 0 (0%) gslogs.cpp@75 : Production Unit Upkeep: 0 (0%) gslogs.cpp@75 : Production PW: 0 (0%) gslogs.cpp@75 : Total Commerce: 0 gslogs.cpp@75 : Total Commerce After Science: 0 gslogs.cpp@75 : Commerce Crime: 0 (0%) gslogs.cpp@75 : Commerce Wages: 0 (0%) gslogs.cpp@75 : Commerce Building Upkeep: 0 (0%) gslogs.cpp@75 : Commerce Science: 0 (0%): gslogs.cpp@75 : Commerce Savings %: 100 gslogs.cpp@75 : Net Trade: 0 gslogs.cpp@75 : Total accumulated science: 0 gslogs.cpp@75 : Total cities: 0 gslogs.cpp@75 : Rioting: 0 gslogs.cpp@75 : Content: 0 gslogs.cpp@75 : Happy: 0 gslogs.cpp@75 : Total population: 0/0, +0 gslogs.cpp@75 : Total Units: 2 gslogs.cpp@75 : Total Military Units: 0 gslogs.cpp@75 : Total Attack Strength: 0 gslogs.cpp@75 : Settings: gslogs.cpp@75 : Science Tax: 50 gslogs.cpp@75 : PW: 30 gslogs.cpp@75 : Workday: -2 gslogs.cpp@75 : Wages: -2 gslogs.cpp@75 : Rations: -2 gslogs.cpp@75 : Current research: Writing armydata.cpp@6228: Army 0xd0000002 Executing order ORDER_MOVE @ (13,18), turn=1 wrlunit.cpp@93 : World::RemoveUnitReference: id: 0x10000002 armydata.cpp@6228: Army 0xd0000002 Executing order ORDER_MOVE @ (14,17), turn=1 armydata.cpp@6047: Adding event order for army 0xd0000002, event = SettleOrder, targetPos = (14, 17) armydata.cpp@6228: Army 0xd0000001 Executing order ORDER_MOVE @ (13,18), turn=1 wrlunit.cpp@93 : World::RemoveUnitReference: id: 0x10000001 armydata.cpp@6228: Army 0xd0000001 Executing order ORDER_SETTLE @ (12,19), turn=1 unitdata.cpp@1839: Unit 10000001 settling unitdata.cpp@1861: No movement (0.000000 < 100.000000), FirstMove: 0 ctpai.cpp@779 : AI End turn, 2 director.cpp@2054: Director::AddEndTurn, curPlayer = 2 director.cpp@2084: Director::AddEndTurn, but there are 4 pending actions (or it was already requested), not doing it yet. armydata.cpp@6228: Army 0xd0000002 Executing order ORDER_MOVE @ (14,17), turn=1 armydata.cpp@6228: Army 0xd0000001 Executing order ORDER_ENTRENCH @ (12,19), turn=1 director.cpp@2732: Adding from DecrementPendingGameActions, 2 director.cpp@2054: Director::AddEndTurn, curPlayer = 2 pollution.cpp@347 : Global Pollution Level: 0 playerturn.cpp@128 : Player[0]::BeginTurn: running player.cpp@3462: Player::SetTaxes(0.200000) player.cpp@1838: Cost before killing units: 0.000000 player.cpp@1859: cost: 0, mil_total: 0, franchises: 0, total prod: 0 player.cpp@1676: Adding 0 science to player 0, who had 0 player.cpp@3537: Advance cost: 494, have: 0 playerevent.cpp@337 : It's player 0's turn - year 1. playerevent.cpp@338 : Gold: 8000 playerevent.cpp@339 : Public Works: 500 director.cpp@2684: Director::AddBeginScheduler(0) gslogs.cpp@75 : [Player 0] [Turn 1] gslogs.cpp@75 : Food Total: 0 gslogs.cpp@75 : Food Crime: 0 (0%): gslogs.cpp@75 : Food Consumed: 0 (0%) gslogs.cpp@75 : Food Stored: 0 (100%) gslogs.cpp@75 : Total Production: 0 gslogs.cpp@75 : Production Crime: 0 (0%) gslogs.cpp@75 : Production Unit Upkeep: 0 (0%) gslogs.cpp@75 : Production PW: 0 (0%) gslogs.cpp@75 : Total Commerce: 0 gslogs.cpp@75 : Total Commerce After Science: 0 gslogs.cpp@75 : Commerce Crime: 0 (0%) gslogs.cpp@75 : Commerce Wages: 0 (0%) gslogs.cpp@75 : Commerce Building Upkeep: 0 (0%) gslogs.cpp@75 : Commerce Science: 0 (0%): gslogs.cpp@75 : Commerce Savings %: 100 gslogs.cpp@75 : Net Trade: 0 gslogs.cpp@75 : Total accumulated science: 0 gslogs.cpp@75 : Total cities: 0 gslogs.cpp@75 : Rioting: 0 gslogs.cpp@75 : Content: 0 gslogs.cpp@75 : Happy: 0 gslogs.cpp@75 : Total population: 0/0, +0 gslogs.cpp@75 : Total Units: 0 gslogs.cpp@75 : Total Military Units: 0 gslogs.cpp@75 : Total Attack Strength: 0 gslogs.cpp@75 : Settings: gslogs.cpp@75 : Science Tax: 20 gslogs.cpp@75 : PW: 0 gslogs.cpp@75 : Workday: -2 gslogs.cpp@75 : Wages: -2 gslogs.cpp@75 : Rations: -2 gslogs.cpp@75 : Current research: Writing ctpai.cpp@779 : AI End turn, 0 director.cpp@2054: Director::AddEndTurn, curPlayer = 0 director.cpp@2084: Director::AddEndTurn, but there are 1 pending actions (or it was already requested), not doing it yet. director.cpp@2732: Adding from DecrementPendingGameActions, 0 director.cpp@2054: Director::AddEndTurn, curPlayer = 0 playerturn.cpp@128 : Player[1]::BeginTurn: running player.cpp@1838: Cost before killing units: 0.000000 player.cpp@1859: cost: 0, mil_total: 35, franchises: 0, total prod: 35 bldque.cpp@561 : BuildFront: City 10000003 building 1,70 player.cpp@1676: Adding 9 science to player 1, who had 0 player.cpp@3537: Advance cost: 1026, have: 9 playerevent.cpp@337 : It's player 1's turn - year 1. playerevent.cpp@338 : Gold: 106 playerevent.cpp@339 : Public Works: 0 director.cpp@2684: Director::AddBeginScheduler(1) gslogs.cpp@75 : [Player 1] [Turn 1] gslogs.cpp@75 : Food Total: 23 gslogs.cpp@75 : Food Crime: 6 (26%): gslogs.cpp@75 : Food Consumed: 12 (52%) gslogs.cpp@75 : Food Stored: 5 (22%) gslogs.cpp@75 : Total Production: 48 gslogs.cpp@75 : Production Crime: 13 (27%) gslogs.cpp@75 : Production Unit Upkeep: 0 (0%) gslogs.cpp@75 : Production PW: 0 (0%) gslogs.cpp@75 : Total Commerce: 29 gslogs.cpp@75 : Total Commerce After Science: 20 gslogs.cpp@75 : Commerce Crime: 3 (10%) gslogs.cpp@75 : Commerce Wages: 4 (13%) gslogs.cpp@75 : Commerce Building Upkeep: 0 (0%) gslogs.cpp@75 : Commerce Science: 9 (31%): gslogs.cpp@75 : Commerce Savings %: 46 gslogs.cpp@75 : Net Trade: 6 gslogs.cpp@75 : Total accumulated science: 9 gslogs.cpp@75 : Total cities: 1 gslogs.cpp@75 : Rioting: 0 gslogs.cpp@75 : Content: 1 gslogs.cpp@75 : Happy: 0 gslogs.cpp@75 : Total population: 1/10375, +10375 gslogs.cpp@75 : Total Units: 0 gslogs.cpp@75 : Total Military Units: 0 gslogs.cpp@75 : Total Attack Strength: 0 gslogs.cpp@75 : Settings: gslogs.cpp@75 : Science Tax: 50 gslogs.cpp@75 : PW: 0 gslogs.cpp@75 : Workday: -2 gslogs.cpp@75 : Wages: 0 gslogs.cpp@75 : Rations: 0 gslogs.cpp@75 : Current research: Ballistics slicengine.cpp@2100: SLIC: control ControlPanelWindow.ControlPanel.TurnButton used endturnbutton.c@64 : Button end turn, 1 director.cpp@2054: Director::AddEndTurn, curPlayer = 1 slicengine.cpp@2100: SLIC: control ControlPanelWindow.ControlPanel used playerturn.cpp@128 : Player[2]::BeginTurn: running player.cpp@3462: Player::SetTaxes(0.700000) player.cpp@1838: Cost before killing units: 0.000000 player.cpp@1859: cost: 0, mil_total: 0, franchises: 0, total prod: 0 player.cpp@1676: Adding 0 science to player 2, who had 0 player.cpp@3537: Advance cost: 494, have: 0 playerevent.cpp@337 : It's player 2's turn - year 2. playerevent.cpp@338 : Gold: 8000 playerevent.cpp@339 : Public Works: 500 director.cpp@2684: Director::AddBeginScheduler(2) gslogs.cpp@75 : [Player 2] [Turn 2] gslogs.cpp@75 : Food Total: 0 gslogs.cpp@75 : Food Crime: 0 (0%): gslogs.cpp@75 : Food Consumed: 0 (0%) gslogs.cpp@75 : Food Stored: 0 (100%) gslogs.cpp@75 : Total Production: 0 gslogs.cpp@75 : Production Crime: 0 (0%) gslogs.cpp@75 : Production Unit Upkeep: 0 (0%) gslogs.cpp@75 : Production PW: 0 (0%) gslogs.cpp@75 : Total Commerce: 0 gslogs.cpp@75 : Total Commerce After Science: 0 gslogs.cpp@75 : Commerce Crime: 0 (0%) gslogs.cpp@75 : Commerce Wages: 0 (0%) gslogs.cpp@75 : Commerce Building Upkeep: 0 (0%) gslogs.cpp@75 : Commerce Science: 0 (0%): gslogs.cpp@75 : Commerce Savings %: 100 gslogs.cpp@75 : Net Trade: 0 gslogs.cpp@75 : Total accumulated science: 0 gslogs.cpp@75 : Total cities: 0 gslogs.cpp@75 : Rioting: 0 gslogs.cpp@75 : Content: 0 gslogs.cpp@75 : Happy: 0 gslogs.cpp@75 : Total population: 0/0, +0 gslogs.cpp@75 : Total Units: 2 gslogs.cpp@75 : Total Military Units: 0 gslogs.cpp@75 : Total Attack Strength: 0 gslogs.cpp@75 : Settings: gslogs.cpp@75 : Science Tax: 50 gslogs.cpp@75 : PW: 30 gslogs.cpp@75 : Workday: -2 gslogs.cpp@75 : Wages: -2 gslogs.cpp@75 : Rations: -2 gslogs.cpp@75 : Current research: Writing armydata.cpp@6135: Clearing orders for army d0000002 armydata.cpp@6228: Army 0xd0000002 Executing order ORDER_MOVE @ (14,17), turn=2 wrlunit.cpp@93 : World::RemoveUnitReference: id: 0x10000002 armydata.cpp@6228: Army 0xd0000002 Executing order ORDER_MOVE @ (15,16), turn=2 armydata.cpp@6047: Adding event order for army 0xd0000002, event = SettleOrder, targetPos = (15, 16) armydata.cpp@6228: Army 0xd0000001 Executing order ORDER_SETTLE @ (12,19), turn=2 unitdata.cpp@1839: Unit 10000001 settling unitdata.cpp@302 : Creating unit: id: 0x10000004, type: 13, owner: 2 objpool.cpp@93 : ObjPool: Inserting object id 10000004 wrldcity.cpp@168 : World: Inserted city 0x10000004 at (12,19) unit.cpp@167 : Unit::RemoveAllReferences: id: 0x10000001 wrlunit.cpp@93 : World::RemoveUnitReference: id: 0x10000001 player.cpp@1256: Player::RemoveUnitReference(10000001, 9) objpool.cpp@106 : ObjPool: Deleting object id d0000001 objpool.cpp@106 : ObjPool: Deleting object id 10000001 ctpai.cpp@779 : AI End turn, 2 director.cpp@2054: Director::AddEndTurn, curPlayer = 2 director.cpp@2084: Director::AddEndTurn, but there are 2 pending actions (or it was already requested), not doing it yet. armydata.cpp@6228: Army 0xd0000002 Executing order ORDER_MOVE @ (15,16), turn=2 director.cpp@2732: Adding from DecrementPendingGameActions, 2 director.cpp@2054: Director::AddEndTurn, curPlayer = 2 citydata.cpp@4260: City: Building Hoplite pollution.cpp@347 : Global Pollution Level: 0 playerturn.cpp@128 : Player[0]::BeginTurn: running player.cpp@3462: Player::SetTaxes(0.200000) player.cpp@1838: Cost before killing units: 0.000000 player.cpp@1859: cost: 0, mil_total: 0, franchises: 0, total prod: 0 player.cpp@1676: Adding 0 science to player 0, who had 0 player.cpp@3537: Advance cost: 494, have: 0 playerevent.cpp@337 : It's player 0's turn - year 2. playerevent.cpp@338 : Gold: 8000 playerevent.cpp@339 : Public Works: 500 director.cpp@2684: Director::AddBeginScheduler(0) gslogs.cpp@75 : [Player 0] [Turn 2] gslogs.cpp@75 : Food Total: 0 gslogs.cpp@75 : Food Crime: 0 (0%): gslogs.cpp@75 : Food Consumed: 0 (0%) gslogs.cpp@75 : Food Stored: 0 (100%) gslogs.cpp@75 : Total Production: 0 gslogs.cpp@75 : Production Crime: 0 (0%) gslogs.cpp@75 : Production Unit Upkeep: 0 (0%) gslogs.cpp@75 : Production PW: 0 (0%) gslogs.cpp@75 : Total Commerce: 0 gslogs.cpp@75 : Total Commerce After Science: 0 gslogs.cpp@75 : Commerce Crime: 0 (0%) gslogs.cpp@75 : Commerce Wages: 0 (0%) gslogs.cpp@75 : Commerce Building Upkeep: 0 (0%) gslogs.cpp@75 : Commerce Science: 0 (0%): gslogs.cpp@75 : Commerce Savings %: 100 gslogs.cpp@75 : Net Trade: 0 gslogs.cpp@75 : Total accumulated science: 0 gslogs.cpp@75 : Total cities: 0 gslogs.cpp@75 : Rioting: 0 gslogs.cpp@75 : Content: 0 gslogs.cpp@75 : Happy: 0 gslogs.cpp@75 : Total population: 0/0, +0 gslogs.cpp@75 : Total Units: 0 gslogs.cpp@75 : Total Military Units: 0 gslogs.cpp@75 : Total Attack Strength: 0 gslogs.cpp@75 : Settings: gslogs.cpp@75 : Science Tax: 20 gslogs.cpp@75 : PW: 0 gslogs.cpp@75 : Workday: -2 gslogs.cpp@75 : Wages: -2 gslogs.cpp@75 : Rations: -2 gslogs.cpp@75 : Current research: Writing ctpai.cpp@779 : AI End turn, 0 director.cpp@2054: Director::AddEndTurn, curPlayer = 0 director.cpp@2084: Director::AddEndTurn, but there are 1 pending actions (or it was already requested), not doing it yet. director.cpp@2732: Adding from DecrementPendingGameActions, 0 director.cpp@2054: Director::AddEndTurn, curPlayer = 0 playerturn.cpp@128 : Player[1]::BeginTurn: running player.cpp@1838: Cost before killing units: 0.000000 player.cpp@1859: cost: 0, mil_total: 35, franchises: 0, total prod: 35 bldque.cpp@561 : BuildFront: City 10000003 building 1,70 player.cpp@1676: Adding 9 science to player 1, who had 9 player.cpp@3537: Advance cost: 1026, have: 18 playerevent.cpp@337 : It's player 1's turn - year 2. playerevent.cpp@338 : Gold: 112 playerevent.cpp@339 : Public Works: 0 director.cpp@2684: Director::AddBeginScheduler(1) gslogs.cpp@75 : [Player 1] [Turn 2] gslogs.cpp@75 : Food Total: 23 gslogs.cpp@75 : Food Crime: 6 (26%): gslogs.cpp@75 : Food Consumed: 12 (52%) gslogs.cpp@75 : Food Stored: 5 (22%) gslogs.cpp@75 : Total Production: 48 gslogs.cpp@75 : Production Crime: 13 (27%) gslogs.cpp@75 : Production Unit Upkeep: 0 (0%) gslogs.cpp@75 : Production PW: 0 (0%) gslogs.cpp@75 : Total Commerce: 29 gslogs.cpp@75 : Total Commerce After Science: 20 gslogs.cpp@75 : Commerce Crime: 3 (10%) gslogs.cpp@75 : Commerce Wages: 4 (13%) gslogs.cpp@75 : Commerce Building Upkeep: 0 (0%) gslogs.cpp@75 : Commerce Science: 9 (31%): gslogs.cpp@75 : Commerce Savings %: 46 gslogs.cpp@75 : Net Trade: 6 gslogs.cpp@75 : Total accumulated science: 18 gslogs.cpp@75 : Total cities: 1 gslogs.cpp@75 : Rioting: 0 gslogs.cpp@75 : Content: 1 gslogs.cpp@75 : Happy: 0 gslogs.cpp@75 : Total population: 1/10750, +375 gslogs.cpp@75 : Total Units: 0 gslogs.cpp@75 : Total Military Units: 0 gslogs.cpp@75 : Total Attack Strength: 0 gslogs.cpp@75 : Settings: gslogs.cpp@75 : Science Tax: 50 gslogs.cpp@75 : PW: 0 gslogs.cpp@75 : Workday: -2 gslogs.cpp@75 : Wages: 0 gslogs.cpp@75 : Rations: 0 gslogs.cpp@75 : Current research: Ballistics slicengine.cpp@2100: SLIC: control ControlPanelWindow.ControlPanel.TurnButton used endturnbutton.c@64 : Button end turn, 1 director.cpp@2054: Director::AddEndTurn, curPlayer = 1 slicengine.cpp@2100: SLIC: control ControlPanelWindow.ControlPanel used playerturn.cpp@128 : Player[2]::BeginTurn: running player.cpp@3462: Player::SetTaxes(0.700000) player.cpp@1838: Cost before killing units: 0.000000 player.cpp@1859: cost: 0, mil_total: 15, franchises: 0, total prod: 15 bldque.cpp@561 : BuildFront: City 10000004 building 1,30 player.cpp@1676: Adding 6 science to player 2, who had 0 player.cpp@3537: Advance cost: 494, have: 6 playerevent.cpp@337 : It's player 2's turn - year 3. playerevent.cpp@338 : Gold: 8004 playerevent.cpp@339 : Public Works: 504 director.cpp@2684: Director::AddBeginScheduler(2) gslogs.cpp@75 : [Player 2] [Turn 3] gslogs.cpp@75 : Food Total: 39 gslogs.cpp@75 : Food Crime: 13 (33%): gslogs.cpp@75 : Food Consumed: 6 (15%) gslogs.cpp@75 : Food Stored: 20 (52%) gslogs.cpp@75 : Total Production: 23 gslogs.cpp@75 : Production Crime: 8 (34%) gslogs.cpp@75 : Production Unit Upkeep: 0 (0%) gslogs.cpp@75 : Production PW: 3 (13%) gslogs.cpp@75 : Total Commerce: 20 gslogs.cpp@75 : Total Commerce After Science: 14 gslogs.cpp@75 : Commerce Crime: 2 (10%) gslogs.cpp@75 : Commerce Wages: 2 (10%) gslogs.cpp@75 : Commerce Building Upkeep: 0 (0%) gslogs.cpp@75 : Commerce Science: 6 (30%): gslogs.cpp@75 : Commerce Savings %: 50 gslogs.cpp@75 : Net Trade: 4 gslogs.cpp@75 : Total accumulated science: 6 gslogs.cpp@75 : Total cities: 1 gslogs.cpp@75 : Rioting: 0 gslogs.cpp@75 : Content: 1 gslogs.cpp@75 : Happy: 0 gslogs.cpp@75 : Total population: 1/11500, +11500 gslogs.cpp@75 : Total Units: 1 gslogs.cpp@75 : Total Military Units: 0 gslogs.cpp@75 : Total Attack Strength: 0 gslogs.cpp@75 : Settings: gslogs.cpp@75 : Science Tax: 50 gslogs.cpp@75 : PW: 30 gslogs.cpp@75 : Workday: -2 gslogs.cpp@75 : Wages: -2 gslogs.cpp@75 : Rations: -2 gslogs.cpp@75 : Current research: Writing armydata.cpp@6135: Clearing orders for army d0000002 armydata.cpp@6228: Army 0xd0000002 Executing order ORDER_MOVE @ (15,16), turn=3 wrlunit.cpp@93 : World::RemoveUnitReference: id: 0x10000002 armydata.cpp@6228: Army 0xd0000002 Executing order ORDER_SETTLE @ (16,15), turn=3 unitdata.cpp@1839: Unit 10000002 settling unitdata.cpp@1861: No movement (0.000000 < 100.000000), FirstMove: 0 ctpai.cpp@779 : AI End turn, 2 director.cpp@2054: Director::AddEndTurn, curPlayer = 2 director.cpp@2084: Director::AddEndTurn, but there are 4 pending actions (or it was already requested), not doing it yet. armydata.cpp@6228: Army 0xd0000002 Executing order ORDER_ENTRENCH @ (16,15), turn=3 director.cpp@2732: Adding from DecrementPendingGameActions, 2 director.cpp@2054: Director::AddEndTurn, curPlayer = 2 pollution.cpp@347 : Global Pollution Level: 0 playerturn.cpp@128 : Player[0]::BeginTurn: running player.cpp@3462: Player::SetTaxes(0.200000) player.cpp@1838: Cost before killing units: 0.000000 player.cpp@1859: cost: 0, mil_total: 0, franchises: 0, total prod: 0 player.cpp@1676: Adding 0 science to player 0, who had 0 player.cpp@3537: Advance cost: 494, have: 0 playerevent.cpp@337 : It's player 0's turn - year 3. playerevent.cpp@338 : Gold: 8000 playerevent.cpp@339 : Public Works: 500 director.cpp@2684: Director::AddBeginScheduler(0) gslogs.cpp@75 : [Player 0] [Turn 3] gslogs.cpp@75 : Food Total: 0 gslogs.cpp@75 : Food Crime: 0 (0%): gslogs.cpp@75 : Food Consumed: 0 (0%) gslogs.cpp@75 : Food Stored: 0 (100%) gslogs.cpp@75 : Total Production: 0 gslogs.cpp@75 : Production Crime: 0 (0%) gslogs.cpp@75 : Production Unit Upkeep: 0 (0%) gslogs.cpp@75 : Production PW: 0 (0%) gslogs.cpp@75 : Total Commerce: 0 gslogs.cpp@75 : Total Commerce After Science: 0 gslogs.cpp@75 : Commerce Crime: 0 (0%) gslogs.cpp@75 : Commerce Wages: 0 (0%) gslogs.cpp@75 : Commerce Building Upkeep: 0 (0%) gslogs.cpp@75 : Commerce Science: 0 (0%): gslogs.cpp@75 : Commerce Savings %: 100 gslogs.cpp@75 : Net Trade: 0 gslogs.cpp@75 : Total accumulated science: 0 gslogs.cpp@75 : Total cities: 0 gslogs.cpp@75 : Rioting: 0 gslogs.cpp@75 : Content: 0 gslogs.cpp@75 : Happy: 0 gslogs.cpp@75 : Total population: 0/0, +0 gslogs.cpp@75 : Total Units: 0 gslogs.cpp@75 : Total Military Units: 0 gslogs.cpp@75 : Total Attack Strength: 0 gslogs.cpp@75 : Settings: gslogs.cpp@75 : Science Tax: 20 gslogs.cpp@75 : PW: 0 gslogs.cpp@75 : Workday: -2 gslogs.cpp@75 : Wages: -2 gslogs.cpp@75 : Rations: -2 gslogs.cpp@75 : Current research: Writing ctpai.cpp@779 : AI End turn, 0 director.cpp@2054: Director::AddEndTurn, curPlayer = 0 director.cpp@2084: Director::AddEndTurn, but there are 1 pending actions (or it was already requested), not doing it yet. director.cpp@2732: Adding from DecrementPendingGameActions, 0 director.cpp@2054: Director::AddEndTurn, curPlayer = 0 playerturn.cpp@128 : Player[1]::BeginTurn: running player.cpp@1838: Cost before killing units: 0.000000 player.cpp@1859: cost: 0, mil_total: 35, franchises: 0, total prod: 35 bldque.cpp@561 : BuildFront: City 10000003 building 1,70 player.cpp@1676: Adding 9 science to player 1, who had 18 player.cpp@3537: Advance cost: 1026, have: 27 playerevent.cpp@337 : It's player 1's turn - year 3. playerevent.cpp@338 : Gold: 118 playerevent.cpp@339 : Public Works: 0 director.cpp@2684: Director::AddBeginScheduler(1) gslogs.cpp@75 : [Player 1] [Turn 3] gslogs.cpp@75 : Food Total: 23 gslogs.cpp@75 : Food Crime: 6 (26%): gslogs.cpp@75 : Food Consumed: 12 (52%) gslogs.cpp@75 : Food Stored: 5 (22%) gslogs.cpp@75 : Total Production: 48 gslogs.cpp@75 : Production Crime: 13 (27%) gslogs.cpp@75 : Production Unit Upkeep: 0 (0%) gslogs.cpp@75 : Production PW: 0 (0%) gslogs.cpp@75 : Total Commerce: 29 gslogs.cpp@75 : Total Commerce After Science: 20 gslogs.cpp@75 : Commerce Crime: 3 (10%) gslogs.cpp@75 : Commerce Wages: 4 (13%) gslogs.cpp@75 : Commerce Building Upkeep: 0 (0%) gslogs.cpp@75 : Commerce Science: 9 (31%): gslogs.cpp@75 : Commerce Savings %: 46 gslogs.cpp@75 : Net Trade: 6 gslogs.cpp@75 : Total accumulated science: 27 gslogs.cpp@75 : Total cities: 1 gslogs.cpp@75 : Rioting: 0 gslogs.cpp@75 : Content: 1 gslogs.cpp@75 : Happy: 0 gslogs.cpp@75 : Total population: 1/11125, +375 gslogs.cpp@75 : Total Units: 0 gslogs.cpp@75 : Total Military Units: 0 gslogs.cpp@75 : Total Attack Strength: 0 gslogs.cpp@75 : Settings: gslogs.cpp@75 : Science Tax: 50 gslogs.cpp@75 : PW: 0 gslogs.cpp@75 : Workday: -2 gslogs.cpp@75 : Wages: 0 gslogs.cpp@75 : Rations: 0 gslogs.cpp@75 : Current research: Ballistics slicengine.cpp@2100: SLIC: control ControlPanelWindow.ControlPanel.TurnButton used endturnbutton.c@64 : Button end turn, 1 director.cpp@2054: Director::AddEndTurn, curPlayer = 1 slicengine.cpp@2100: SLIC: control ControlPanelWindow.ControlPanel used playerturn.cpp@128 : Player[2]::BeginTurn: running player.cpp@3462: Player::SetTaxes(0.700000) player.cpp@1838: Cost before killing units: 0.000000 player.cpp@1859: cost: 0, mil_total: 15, franchises: 0, total prod: 15 bldque.cpp@561 : BuildFront: City 10000004 building 1,30 bldque.cpp@450 : City 10000004 building unit: Hoplite unitdata.cpp@302 : Creating unit: id: 0x10000005, type: 30, owner: 2 objpool.cpp@93 : ObjPool: Inserting object id 10000005 player.cpp@988 : Player::CreateUnit(t=30, pos=(12,19), hc=0x10000004) : newunit=0x10000005 objpool.cpp@93 : ObjPool: Inserting object id d0000003 slicfunc.cpp@543 : Slic_Text: A new {unit[0].name} is ready in {city[0].name}. The queue for {city[0].name} is now empty. slicfunc.cpp@709 : Slic_EyePoint: (12,19,-609027362) bldque.cpp@764 : Setting shieldstore to 0 for 10000004 player.cpp@1676: Adding 6 science to player 2, who had 6 player.cpp@3537: Advance cost: 494, have: 12 playerevent.cpp@337 : It's player 2's turn - year 4. playerevent.cpp@338 : Gold: 6458 playerevent.cpp@339 : Public Works: 508 director.cpp@2684: Director::AddBeginScheduler(2) gslogs.cpp@75 : [Player 2] [Turn 4] gslogs.cpp@75 : Food Total: 39 gslogs.cpp@75 : Food Crime: 13 (33%): gslogs.cpp@75 : Food Consumed: 6 (15%) gslogs.cpp@75 : Food Stored: 20 (52%) gslogs.cpp@75 : Total Production: 23 gslogs.cpp@75 : Production Crime: 8 (34%) gslogs.cpp@75 : Production Unit Upkeep: 1 (4%) gslogs.cpp@75 : Production PW: 3 (13%) gslogs.cpp@75 : Total Commerce: 20 gslogs.cpp@75 : Total Commerce After Science: 14 gslogs.cpp@75 : Commerce Crime: 2 (10%) gslogs.cpp@75 : Commerce Wages: 2 (10%) gslogs.cpp@75 : Commerce Building Upkeep: 0 (0%) gslogs.cpp@75 : Commerce Science: 6 (30%): gslogs.cpp@75 : Commerce Savings %: 50 gslogs.cpp@75 : Net Trade: 4 gslogs.cpp@75 : Total accumulated science: 12 gslogs.cpp@75 : Total cities: 1 gslogs.cpp@75 : Rioting: 0 gslogs.cpp@75 : Content: 1 gslogs.cpp@75 : Happy: 0 gslogs.cpp@75 : Total population: 1/13000, +1500 gslogs.cpp@75 : Total Units: 2 gslogs.cpp@75 : Total Military Units: 1 gslogs.cpp@75 : Total Attack Strength: 10 gslogs.cpp@75 : Settings: gslogs.cpp@75 : Science Tax: 50 gslogs.cpp@75 : PW: 30 gslogs.cpp@75 : Workday: -2 gslogs.cpp@75 : Wages: -2 gslogs.cpp@75 : Rations: -2 gslogs.cpp@75 : Current research: Writing citydata.cpp@4260: City: Building Archer armydata.cpp@6228: Army 0xd0000002 Executing order ORDER_SETTLE @ (16,15), turn=4 unitdata.cpp@1839: Unit 10000002 settling unitdata.cpp@302 : Creating unit: id: 0x10000006, type: 13, owner: 2 objpool.cpp@93 : ObjPool: Inserting object id 10000006 wrldcity.cpp@168 : World: Inserted city 0x10000006 at (16,15) unit.cpp@167 : Unit::RemoveAllReferences: id: 0x10000002 wrlunit.cpp@93 : World::RemoveUnitReference: id: 0x10000002 player.cpp@1256: Player::RemoveUnitReference(10000002, 9) objpool.cpp@106 : ObjPool: Deleting object id d0000002 objpool.cpp@106 : ObjPool: Deleting object id 10000002 ctpai.cpp@779 : AI End turn, 2 director.cpp@2054: Director::AddEndTurn, curPlayer = 2 director.cpp@2084: Director::AddEndTurn, but there are 4 pending actions (or it was already requested), not doing it yet. armydata.cpp@6228: Army 0xd0000003 Executing order ORDER_ENTRENCH @ (12,19), turn=4 director.cpp@2732: Adding from DecrementPendingGameActions, 2 director.cpp@2054: Director::AddEndTurn, curPlayer = 2 citydata.cpp@4260: City: Building Hoplite pollution.cpp@347 : Global Pollution Level: 0 playerturn.cpp@128 : Player[0]::BeginTurn: running player.cpp@3462: Player::SetTaxes(0.200000) player.cpp@1838: Cost before killing units: 0.000000 player.cpp@1859: cost: 0, mil_total: 0, franchises: 0, total prod: 0 player.cpp@1676: Adding 0 science to player 0, who had 0 player.cpp@3537: Advance cost: 494, have: 0 playerevent.cpp@337 : It's player 0's turn - year 4. playerevent.cpp@338 : Gold: 8000 playerevent.cpp@339 : Public Works: 500 director.cpp@2684: Director::AddBeginScheduler(0) gslogs.cpp@75 : [Player 0] [Turn 4] gslogs.cpp@75 : Food Total: 0 gslogs.cpp@75 : Food Crime: 0 (0%): gslogs.cpp@75 : Food Consumed: 0 (0%) gslogs.cpp@75 : Food Stored: 0 (100%) gslogs.cpp@75 : Total Production: 0 gslogs.cpp@75 : Production Crime: 0 (0%) gslogs.cpp@75 : Production Unit Upkeep: 0 (0%) gslogs.cpp@75 : Production PW: 0 (0%) gslogs.cpp@75 : Total Commerce: 0 gslogs.cpp@75 : Total Commerce After Science: 0 gslogs.cpp@75 : Commerce Crime: 0 (0%) gslogs.cpp@75 : Commerce Wages: 0 (0%) gslogs.cpp@75 : Commerce Building Upkeep: 0 (0%) gslogs.cpp@75 : Commerce Science: 0 (0%): gslogs.cpp@75 : Commerce Savings %: 100 gslogs.cpp@75 : Net Trade: 0 gslogs.cpp@75 : Total accumulated science: 0 gslogs.cpp@75 : Total cities: 0 gslogs.cpp@75 : Rioting: 0 gslogs.cpp@75 : Content: 0 gslogs.cpp@75 : Happy: 0 gslogs.cpp@75 : Total population: 0/0, +0 gslogs.cpp@75 : Total Units: 0 gslogs.cpp@75 : Total Military Units: 0 gslogs.cpp@75 : Total Attack Strength: 0 gslogs.cpp@75 : Settings: gslogs.cpp@75 : Science Tax: 20 gslogs.cpp@75 : PW: 0 gslogs.cpp@75 : Workday: -2 gslogs.cpp@75 : Wages: -2 gslogs.cpp@75 : Rations: -2 gslogs.cpp@75 : Current research: Writing ctpai.cpp@779 : AI End turn, 0 director.cpp@2054: Director::AddEndTurn, curPlayer = 0 director.cpp@2084: Director::AddEndTurn, but there are 1 pending actions (or it was already requested), not doing it yet. director.cpp@2732: Adding from DecrementPendingGameActions, 0 director.cpp@2054: Director::AddEndTurn, curPlayer = 0 playerturn.cpp@128 : Player[1]::BeginTurn: running player.cpp@1838: Cost before killing units: 0.000000 player.cpp@1859: cost: 0, mil_total: 35, franchises: 0, total prod: 35 bldque.cpp@561 : BuildFront: City 10000003 building 1,70 player.cpp@1676: Adding 9 science to player 1, who had 27 player.cpp@3537: Advance cost: 1026, have: 36 playerevent.cpp@337 : It's player 1's turn - year 4. playerevent.cpp@338 : Gold: 124 playerevent.cpp@339 : Public Works: 0 director.cpp@2684: Director::AddBeginScheduler(1) gslogs.cpp@75 : [Player 1] [Turn 4] gslogs.cpp@75 : Food Total: 23 gslogs.cpp@75 : Food Crime: 6 (26%): gslogs.cpp@75 : Food Consumed: 12 (52%) gslogs.cpp@75 : Food Stored: 5 (22%) gslogs.cpp@75 : Total Production: 48 gslogs.cpp@75 : Production Crime: 13 (27%) gslogs.cpp@75 : Production Unit Upkeep: 0 (0%) gslogs.cpp@75 : Production PW: 0 (0%) gslogs.cpp@75 : Total Commerce: 29 gslogs.cpp@75 : Total Commerce After Science: 20 gslogs.cpp@75 : Commerce Crime: 3 (10%) gslogs.cpp@75 : Commerce Wages: 4 (13%) gslogs.cpp@75 : Commerce Building Upkeep: 0 (0%) gslogs.cpp@75 : Commerce Science: 9 (31%): gslogs.cpp@75 : Commerce Savings %: 46 gslogs.cpp@75 : Net Trade: 6 gslogs.cpp@75 : Total accumulated science: 36 gslogs.cpp@75 : Total cities: 1 gslogs.cpp@75 : Rioting: 0 gslogs.cpp@75 : Content: 1 gslogs.cpp@75 : Happy: 0 gslogs.cpp@75 : Total population: 1/11500, +375 gslogs.cpp@75 : Total Units: 0 gslogs.cpp@75 : Total Military Units: 0 gslogs.cpp@75 : Total Attack Strength: 0 gslogs.cpp@75 : Settings: gslogs.cpp@75 : Science Tax: 50 gslogs.cpp@75 : PW: 0 gslogs.cpp@75 : Workday: -2 gslogs.cpp@75 : Wages: 0 gslogs.cpp@75 : Rations: 0 gslogs.cpp@75 : Current research: Ballistics slicengine.cpp@2100: SLIC: control ControlPanelWindow.ControlPanel.TurnButton used endturnbutton.c@64 : Button end turn, 1 director.cpp@2054: Director::AddEndTurn, curPlayer = 1 slicengine.cpp@2100: SLIC: control ControlPanelWindow.ControlPanel used playerturn.cpp@128 : Player[2]::BeginTurn: running player.cpp@3462: Player::SetTaxes(0.700000) player.cpp@1838: Cost before killing units: 1.250000 player.cpp@1859: cost: 1, mil_total: 48, franchises: 0, total prod: 48 citydata.cpp@2002: City 10000004: S: 16, 1 mil(0.020833), 4 mat(0.300000) bldque.cpp@561 : BuildFront: City 10000004 building 1,2 bldque.cpp@450 : City 10000004 building unit: Archer unitdata.cpp@302 : Creating unit: id: 0x10000007, type: 2, owner: 2 objpool.cpp@93 : ObjPool: Inserting object id 10000007 player.cpp@988 : Player::CreateUnit(t=2, pos=(12,19), hc=0x10000004) : newunit=0x10000007 objpool.cpp@93 : ObjPool: Inserting object id d0000004 slicfunc.cpp@543 : Slic_Text: A new {unit[0].name} is ready in {city[0].name}. The queue for {city[0].name} is now empty. slicfunc.cpp@709 : Slic_EyePoint: (12,19,-609027362) bldque.cpp@764 : Setting shieldstore to 0 for 10000004 bldque.cpp@561 : BuildFront: City 10000006 building 1,30 player.cpp@1676: Adding 14 science to player 2, who had 12 player.cpp@3537: Advance cost: 494, have: 26 playerevent.cpp@337 : It's player 2's turn - year 5. playerevent.cpp@338 : Gold: 5028 playerevent.cpp@339 : Public Works: 521 objpool.cpp@93 : ObjPool: Inserting object id 60000000 director.cpp@2684: Director::AddBeginScheduler(2) gslogs.cpp@75 : [Player 2] [Turn 5] gslogs.cpp@75 : Food Total: 64 gslogs.cpp@75 : Food Crime: 21 (32%): gslogs.cpp@75 : Food Consumed: 12 (18%) gslogs.cpp@75 : Food Stored: 31 (50%) gslogs.cpp@75 : Total Production: 71 gslogs.cpp@75 : Production Crime: 23 (32%) gslogs.cpp@75 : Production Unit Upkeep: 2 (2%) gslogs.cpp@75 : Production PW: 9 (12%) gslogs.cpp@75 : Total Commerce: 48 gslogs.cpp@75 : Total Commerce After Science: 34 gslogs.cpp@75 : Commerce Crime: 5 (10%) gslogs.cpp@75 : Commerce Wages: 6 (12%) gslogs.cpp@75 : Commerce Building Upkeep: 0 (0%) gslogs.cpp@75 : Commerce Science: 14 (29%): gslogs.cpp@75 : Commerce Savings %: 49 gslogs.cpp@75 : Net Trade: 10 gslogs.cpp@75 : Total accumulated science: 26 gslogs.cpp@75 : Total cities: 2 gslogs.cpp@75 : Rioting: 0 gslogs.cpp@75 : Content: 2 gslogs.cpp@75 : Happy: 0 gslogs.cpp@75 : Total population: 2/25325, +12325 gslogs.cpp@75 : Total Units: 2 gslogs.cpp@75 : Total Military Units: 2 gslogs.cpp@75 : Total Attack Strength: 20 gslogs.cpp@75 : Settings: gslogs.cpp@75 : Science Tax: 50 gslogs.cpp@75 : PW: 30 gslogs.cpp@75 : Workday: -2 gslogs.cpp@75 : Wages: -1 gslogs.cpp@75 : Rations: -2 gslogs.cpp@75 : Current research: Writing citydata.cpp@4297: City: Building improvement Granary ctpai.cpp@779 : AI End turn, 2 director.cpp@2054: Director::AddEndTurn, curPlayer = 2 director.cpp@2084: Director::AddEndTurn, but there are 7 pending actions (or it was already requested), not doing it yet. armydata.cpp@6228: Army 0xd0000004 Executing order ORDER_ENTRENCH @ (12,19), turn=5 armydata.cpp@6228: Army 0xd0000003 Executing order ORDER_ENTRENCH @ (12,19), turn=5 director.cpp@2732: Adding from DecrementPendingGameActions, 2 director.cpp@2054: Director::AddEndTurn, curPlayer = 2 pollution.cpp@347 : Global Pollution Level: 0 playerturn.cpp@128 : Player[0]::BeginTurn: running player.cpp@3462: Player::SetTaxes(0.200000) player.cpp@1838: Cost before killing units: 0.000000 player.cpp@1859: cost: 0, mil_total: 0, franchises: 0, total prod: 0 player.cpp@1676: Adding 0 science to player 0, who had 0 player.cpp@3537: Advance cost: 494, have: 0 playerevent.cpp@337 : It's player 0's turn - year 5. playerevent.cpp@338 : Gold: 8000 playerevent.cpp@339 : Public Works: 500 director.cpp@2684: Director::AddBeginScheduler(0) gslogs.cpp@75 : [Player 0] [Turn 5] gslogs.cpp@75 : Food Total: 0 gslogs.cpp@75 : Food Crime: 0 (0%): gslogs.cpp@75 : Food Consumed: 0 (0%) gslogs.cpp@75 : Food Stored: 0 (100%) gslogs.cpp@75 : Total Production: 0 gslogs.cpp@75 : Production Crime: 0 (0%) gslogs.cpp@75 : Production Unit Upkeep: 0 (0%) gslogs.cpp@75 : Production PW: 0 (0%) gslogs.cpp@75 : Total Commerce: 0 gslogs.cpp@75 : Total Commerce After Science: 0 gslogs.cpp@75 : Commerce Crime: 0 (0%) gslogs.cpp@75 : Commerce Wages: 0 (0%) gslogs.cpp@75 : Commerce Building Upkeep: 0 (0%) gslogs.cpp@75 : Commerce Science: 0 (0%): gslogs.cpp@75 : Commerce Savings %: 100 gslogs.cpp@75 : Net Trade: 0 gslogs.cpp@75 : Total accumulated science: 0 gslogs.cpp@75 : Total cities: 0 gslogs.cpp@75 : Rioting: 0 gslogs.cpp@75 : Content: 0 gslogs.cpp@75 : Happy: 0 gslogs.cpp@75 : Total population: 0/0, +0 gslogs.cpp@75 : Total Units: 0 gslogs.cpp@75 : Total Military Units: 0 gslogs.cpp@75 : Total Attack Strength: 0 gslogs.cpp@75 : Settings: gslogs.cpp@75 : Science Tax: 20 gslogs.cpp@75 : PW: 0 gslogs.cpp@75 : Workday: -2 gslogs.cpp@75 : Wages: -2 gslogs.cpp@75 : Rations: -2 gslogs.cpp@75 : Current research: Writing ctpai.cpp@779 : AI End turn, 0 director.cpp@2054: Director::AddEndTurn, curPlayer = 0 director.cpp@2084: Director::AddEndTurn, but there are 1 pending actions (or it was already requested), not doing it yet. director.cpp@2732: Adding from DecrementPendingGameActions, 0 director.cpp@2054: Director::AddEndTurn, curPlayer = 0 playerturn.cpp@128 : Player[1]::BeginTurn: running player.cpp@1838: Cost before killing units: 0.000000 player.cpp@1859: cost: 0, mil_total: 35, franchises: 0, total prod: 35 bldque.cpp@561 : BuildFront: City 10000003 building 1,70 bldque.cpp@450 : City 10000003 building unit: Warrior unitdata.cpp@302 : Creating unit: id: 0x10000008, type: 70, owner: 1 objpool.cpp@93 : ObjPool: Inserting object id 10000008 player.cpp@988 : Player::CreateUnit(t=70, pos=(8,34), hc=0x10000003) : newunit=0x10000008 objpool.cpp@93 : ObjPool: Inserting object id d0000005 slicfunc.cpp@543 : Slic_Text: A new {unit[0].name} is ready in {city[0].name}. Next item in queue: {action[0].name}. slicfunc.cpp@709 : Slic_EyePoint: (8,34,-609027362) objpool.cpp@93 : ObjPool: Inserting object id c0000000 bldque.cpp@764 : Setting shieldstore to 0 for 10000003 player.cpp@1676: Adding 9 science to player 1, who had 36 player.cpp@3537: Advance cost: 1026, have: 45 playerevent.cpp@337 : It's player 1's turn - year 5. playerevent.cpp@338 : Gold: 130 playerevent.cpp@339 : Public Works: 0 director.cpp@2684: Director::AddBeginScheduler(1) gslogs.cpp@75 : [Player 1] [Turn 5] gslogs.cpp@75 : Food Total: 23 gslogs.cpp@75 : Food Crime: 6 (26%): gslogs.cpp@75 : Food Consumed: 12 (52%) gslogs.cpp@75 : Food Stored: 5 (22%) gslogs.cpp@75 : Total Production: 48 gslogs.cpp@75 : Production Crime: 13 (27%) gslogs.cpp@75 : Production Unit Upkeep: 1 (2%) gslogs.cpp@75 : Production PW: 0 (0%) gslogs.cpp@75 : Total Commerce: 29 gslogs.cpp@75 : Total Commerce After Science: 20 gslogs.cpp@75 : Commerce Crime: 3 (10%) gslogs.cpp@75 : Commerce Wages: 4 (13%) gslogs.cpp@75 : Commerce Building Upkeep: 0 (0%) gslogs.cpp@75 : Commerce Science: 9 (31%): gslogs.cpp@75 : Commerce Savings %: 46 gslogs.cpp@75 : Net Trade: 6 gslogs.cpp@75 : Total accumulated science: 45 gslogs.cpp@75 : Total cities: 1 gslogs.cpp@75 : Rioting: 0 gslogs.cpp@75 : Content: 1 gslogs.cpp@75 : Happy: 0 gslogs.cpp@75 : Total population: 1/11875, +375 gslogs.cpp@75 : Total Units: 1 gslogs.cpp@75 : Total Military Units: 1 gslogs.cpp@75 : Total Attack Strength: 20 gslogs.cpp@75 : Settings: gslogs.cpp@75 : Science Tax: 50 gslogs.cpp@75 : PW: 0 gslogs.cpp@75 : Workday: -2 gslogs.cpp@75 : Wages: 0 gslogs.cpp@75 : Rations: 0 gslogs.cpp@75 : Current research: Ballistics selitem.cpp@1564: POS 8 34 : CLICK selitem.cpp@1565: ai 8 42 selitem.cpp@1566: xy 25 34 selitem.cpp@1567: zoc 0x2, owner 1 selitem.cpp@1568: selitem.cpp@1564: POS 8 34 : DROP selitem.cpp@1565: ai 8 42 selitem.cpp@1566: xy 25 34 selitem.cpp@1567: zoc 0x2, owner 1 selitem.cpp@1568: armydata.cpp@6228: Army 0xd0000005 Executing order ORDER_MOVE_TO @ (8,34), turn=5 wrlunit.cpp@93 : World::RemoveUnitReference: id: 0x10000008 armydata.cpp@6228: Army 0xd0000005 Executing order ORDER_MOVE_TO @ (7,36), turn=5 c3debug.cpp@315 : Assertion (index < m_numRecords) Failed in File:c:\ctp2\ctp2_code\gs\newdb\ctpdatabase.cpp, Line:356 c3debug.cpp@316 : Stack Trace: ' 0x008c460a [char * __cdecl c3debug_StackTrace(void) + 0x2a] 0x008beeed [void __cdecl c3debug_Assert(char const *,char const *,int) + 0x5d] 0x00bb5618 [public: class UnitRecord * __thiscall CTPDatabase::Access(int) + 0x48] 0x00bb5538 [public: class UnitRecord * __thiscall CTPDatabase::Access(int,int) + 0x18] 0x00bb550c [public: class UnitRecord const * __thiscall CTPDatabase::Get(int,int) + 0x1c] 0x00a3fcaa [bool __cdecl UDUnitTypeCanSettle(int,int,class MapPoint const &,bool) + 0x4a] 0x00a3ff06 [public: bool __thiscall UnitData::CanSettle(class MapPoint const &,bool)const + 0x36] 0x00a35c44 [public: bool __thiscall Unit::CanSettle(class MapPoint const &,bool)const + 0x24] 0x0091ec47 [public: int __thiscall TiledMap::RepaintLayerSprites(struct tagRECT *,int) + 0x477] 0x0091fb4f [public: int __thiscall TiledMap::RepaintSprites(class aui_Surface *,struct tagRECT *,bool) + 0x8f] 0x00e93908 [enum AUI_ERRCODE __cdecl background_draw_handler(void *) + 0xf8] 0x00dfbe17 [public: virtual enum AUI_ERRCODE __thiscall Background::DrawThis(class aui_Surface *,int,int) + 0x27] 0x00da7058 [public: virtual enum AUI_ERRCODE __thiscall aui_Region::Draw(class aui_Surface *,int,int) + 0x38] 0x00dcdb58 [public: virtual enum AUI_ERRCODE __thiscall aui_Window::Draw(class aui_Surface *,int,int) + 0x28] 0x008a38c3 [private: int __thiscall CivApp::ProcessUI(unsigned int,unsigned int &) + 0x1f3] 0x008a3e9a [public: int __thiscall CivApp::Process(void) + 0xca] 0x0089959d [int __stdcall CivMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int) + 0x3ad] 0x00898bf7 [WinMain@16 + 0x87] 0x010d7968 [WinMainCRTStartup + 0x2a8] 0x010d76cf [WinMainCRTStartup + 0xf] 0x7c816fd7 [\177zlib1_NULL_THUNK_DATA + 0x7b41952f] ' ctpdatabase.cpp@359 : CTPDatabase::Access: index: 2147483647, numRecords: 74 civ3_main.cpp@1170: Exception: 'Access Violation' thrown. civ3_main.cpp@1172: Exception Stack Trace: 0x008b672f [public: bool __thiscall UnitRecord::GetHasPopAndCanBuild(void)const + 0xf] 0x00a3fcb1 [bool __cdecl UDUnitTypeCanSettle(int,int,class MapPoint const &,bool) + 0x51] 0x00a3ff06 [public: bool __thiscall UnitData::CanSettle(class MapPoint const &,bool)const + 0x36] 0x00a35c44 [public: bool __thiscall Unit::CanSettle(class MapPoint const &,bool)const + 0x24] 0x0091ec47 [public: int __thiscall TiledMap::RepaintLayerSprites(struct tagRECT *,int) + 0x477] 0x0091fb4f [public: int __thiscall TiledMap::RepaintSprites(class aui_Surface *,struct tagRECT *,bool) + 0x8f] 0x00e93908 [enum AUI_ERRCODE __cdecl background_draw_handler(void *) + 0xf8] 0x00dfbe17 [public: virtual enum AUI_ERRCODE __thiscall Background::DrawThis(class aui_Surface *,int,int) + 0x27] 0x00da7058 [public: virtual enum AUI_ERRCODE __thiscall aui_Region::Draw(class aui_Surface *,int,int) + 0x38] 0x00dcdb58 [public: virtual enum AUI_ERRCODE __thiscall aui_Window::Draw(class aui_Surface *,int,int) + 0x28] 0x008a38c3 [private: int __thiscall CivApp::ProcessUI(unsigned int,unsigned int &) + 0x1f3] 0x008a3e9a [public: int __thiscall CivApp::Process(void) + 0xca] 0x0089959d [int __stdcall CivMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int) + 0x3ad] 0x00898bf7 [WinMain@16 + 0x87] 0x010d7968 [WinMainCRTStartup + 0x2a8] 0x010d76cf [WinMainCRTStartup + 0xf] 0x7c816fd7 [\177zlib1_NULL_THUNK_DATA + 0x7b41952f]