Example #1
0
 def onCityRazed(self, argsList):
     'City Razed'
     city, iPlayer = argsList
     iPreviousOwner = city.getOwner()
     #print ("onCityRazed", city.getName(), "iPlayer=", gc.getPlayer(iPlayer).getCivilizationShortDescription(0), "iPreviousOwner=", gc.getPlayer(iPreviousOwner).getCivilizationShortDescription(0), "year=", utils.getYear())
     if iPreviousOwner == iPlayer and city.getPreviousOwner() != -1:
         iPreviousOwner = city.getPreviousOwner()
     #self.pla.onCityRazed(argsList)
     self.rel.onCityRazed(argsList)
     self.rfccwaiw.onCityRazed(argsList)
     if iPlayer != con.iBarbarian or not (gc.getTeam(
             gc.getPlayer(iPreviousOwner).getTeam()).isHasTech(
                 con.iTrajansColumnFunctionTech)):
         if iPreviousOwner < con.iNumPlayers and gc.getPlayer(
                 iPreviousOwner).getNumCities() > 1 and gc.getPlayer(
                     iPreviousOwner).getAnarchyTurns() < 1 and gc.getPlayer(
                         iPreviousOwner).getGoldenAgeTurns() < 1:
             if utils.getYear() < con.tFall[iPreviousOwner]:
                 if (sd.getLastRebellion(iPreviousOwner)
                     ) < utils.getYear() - 5:
                     print(
                         "STABILITY CHECK city razed iPreviousOwner=",
                         gc.getPlayer(iPreviousOwner).
                         getCivilizationShortDescription(0), "year=",
                         utils.getYear())
                     regionID = gc.getMap().plot(city.getX(),
                                                 city.getY()).getRegionID()
                     if regionID in utils.getCoreRegions(
                             sd.getCivilization(iPreviousOwner)):
                         utils.stabilityCheck(iPreviousOwner, -3)
                     elif regionID in utils.getNormalRegions(
                             sd.getCivilization(iPreviousOwner)):
                         if not (gc.getTeam(
                                 gc.getPlayer(iPreviousOwner).getTeam()).
                                 isHasTech(con.iStabilityStable)):
                             utils.stabilityCheck(iPreviousOwner, -2)
                     else:
                         if not (gc.getTeam(
                                 gc.getPlayer(iPreviousOwner).getTeam()).
                                 isHasTech(con.iStabilityStable)):
                             utils.stabilityCheck(iPreviousOwner, -1)
             else:
                 print(
                     "STABILITY CHECK city razed iPreviousOwner=",
                     gc.getPlayer(
                         iPreviousOwner).getCivilizationShortDescription(0),
                     "year=", utils.getYear())
                 regionID = gc.getMap().plot(city.getX(),
                                             city.getY()).getRegionID()
                 if regionID in utils.getCoreRegions(
                         sd.getCivilization(iPreviousOwner)):
                     utils.stabilityCheck(iPreviousOwner, -3)
                 elif regionID in utils.getNormalRegions(
                         sd.getCivilization(iPreviousOwner)):
                     if not (gc.getTeam(
                             gc.getPlayer(iPreviousOwner).getTeam()).
                             isHasTech(con.iStabilityStable)):
                         utils.stabilityCheck(iPreviousOwner, -2)
                 else:
                     if not (gc.getTeam(
                             gc.getPlayer(iPreviousOwner).getTeam()).
                             isHasTech(con.iStabilityStable)):
                         utils.stabilityCheck(iPreviousOwner, -1)
             if iPlayer < con.iNumPlayers and gc.getPlayer(
                     iPreviousOwner).getNumCities() > 1 and gc.getPlayer(
                         iPreviousOwner).getAnarchyTurns(
                         ) < 1 and gc.getPlayer(
                             iPreviousOwner).getGoldenAgeTurns() < 1:
                 print(
                     "STABILITY CHECK city razed iPlayer=",
                     gc.getPlayer(iPlayer).getCivilizationShortDescription(
                         0), "year=", utils.getYear())
                 regionID = gc.getMap().plot(city.getX(),
                                             city.getY()).getRegionID()
                 if regionID in utils.getCoreRegions(
                         sd.getCivilization(iPlayer)):
                     utils.stabilityCheck(iPlayer, -9)
                 elif regionID in utils.getNormalRegions(
                         sd.getCivilization(iPlayer)):
                     utils.stabilityCheck(iPlayer, -6)
                 else:
                     utils.stabilityCheck(iPlayer, -3)
         # Refugees
         sd.setVal('tRazedCityData',
                   (city.getX(), city.getY(), city.getNameKey()))
Example #2
0
    def onCityAcquired(self, argsList):
        'City Acquired'
        iPreviousOwner, iNewOwner, city, bConquest, bTrade = argsList
        pNewOwner = gc.getPlayer(iNewOwner)
        #print ("city acquired", city.getName(), "year=", utils.getYear())
        #print ("iNewOwner=", gc.getPlayer(iNewOwner).getCivilizationShortDescription(0), "iPreviousOwner=", gc.getPlayer(iPreviousOwner).getCivilizationShortDescription(0))
        self.cnm.renameCity(city, iNewOwner)
        self.rnf.checkCapitalsOnCapture(
            city, iNewOwner)  # edead: free capital move for the AI

        if bConquest:
            if iNewOwner != con.iBarbarian or not (gc.getTeam(
                    gc.getPlayer(iPreviousOwner).getTeam()).isHasTech(
                        con.iTrajansColumnFunctionTech)):
                if iPreviousOwner < con.iNumPlayers and gc.getPlayer(
                        iPreviousOwner).getNumCities() >= 1 and gc.getPlayer(
                            iPreviousOwner).getGoldenAgeTurns() < 1:
                    if utils.getYear() < con.tFall[iPreviousOwner]:
                        if (sd.getLastRebellion(iPreviousOwner)
                            ) < utils.getYear() - 5:
                            print("STABILITY CHECK city lost iNewOwner=",
                                  iNewOwner, "iPreviousOwner=", iPreviousOwner,
                                  "year=", utils.getYear())
                            regionID = gc.getMap().plot(
                                city.getX(), city.getY()).getRegionID()
                            if regionID in utils.getCoreRegions(
                                    sd.getCivilization(iPreviousOwner)):
                                utils.stabilityCheck(iPreviousOwner, -3)
                            elif regionID in utils.getNormalRegions(
                                    sd.getCivilization(iPreviousOwner)):
                                if not (gc.getTeam(
                                        gc.getPlayer(iPreviousOwner).getTeam()
                                ).isHasTech(con.iStabilityStable)):
                                    utils.stabilityCheck(iPreviousOwner, -2)
                            else:
                                if not (gc.getTeam(
                                        gc.getPlayer(iPreviousOwner).getTeam()
                                ).isHasTech(con.iStabilityStable)):
                                    utils.stabilityCheck(iPreviousOwner, -1)
                    else:
                        print("STABILITY CHECK city lost iNewOwner=",
                              iNewOwner, "iPreviousOwner=", iPreviousOwner,
                              "year=", utils.getYear())
                        regionID = gc.getMap().plot(city.getX(),
                                                    city.getY()).getRegionID()
                        if regionID in utils.getCoreRegions(
                                sd.getCivilization(iPreviousOwner)):
                            utils.stabilityCheck(iPreviousOwner, -3)
                        elif regionID in utils.getNormalRegions(
                                sd.getCivilization(iPreviousOwner)):
                            if not (gc.getTeam(
                                    gc.getPlayer(iPreviousOwner).getTeam()).
                                    isHasTech(con.iStabilityStable)):
                                utils.stabilityCheck(iPreviousOwner, -2)
                        else:
                            if not (gc.getTeam(
                                    gc.getPlayer(iPreviousOwner).getTeam()).
                                    isHasTech(con.iStabilityStable)):
                                utils.stabilityCheck(iPreviousOwner, -1)

        if iNewOwner < iNumPlayers:
            utils.spreadMajorCulture(iNewOwner, city.getX(), city.getY())
            #self.pla.onCityAcquired(iPreviousOwner, iNewOwner, city)
            self.dc.onCityAcquired(argsList)

        self.rel.onCityAcquired(argsList)

        self.vic.maccabeanCheck()
        self.corp.onCityAcquired(argsList)
        self.vic.onCityAcquired(argsList)
        self.rfccwaiw.onCityAcquired(argsList)
        self.rnf.onCityAcquired(argsList)

        # Move the palace to historical backup capital
        if iPreviousOwner < iNumPlayers:
            if (city.getX(), city.getY()) == con.tCapitals[iPreviousOwner]:
                self.rnf.moveCapital(con.tBackupCapitals[iPreviousOwner],
                                     iPreviousOwner, True)
def printStabilityData(iPlayer):

    pPlayer = gc.getPlayer(iPlayer)
    pTeam = gc.getTeam(pPlayer.getTeam())
    apCityList = PyPlayer(iPlayer).getCityList()
    iCiv = sd.getCivilization(iPlayer)
    print("iCiv=", iCiv)
    iGameTurn = gc.getGame().getGameTurn()

    iCivicGovernment = pPlayer.getCivics(0)
    iCivicLegal = pPlayer.getCivics(1)
    iCivicLabor = pPlayer.getCivics(2)
    iCivicEconomy = pPlayer.getCivics(3)
    iCivicReligion = pPlayer.getCivics(4)

    iStateReligion = pPlayer.getStateReligion()

    iNumCities = pPlayer.getNumCities()
    if iNumCities < 1: iNumCities = 1

    # CIVICS
    print "CIVICS"

    iCivicsRating = 2  # srpt civics is hurting too much

    if iCivicGovernment == iMonarchyCivic:
        if iCivicLegal == iBarbarismCivic:
            iCivicsRating -= 1
            print("bad combo", "monarchy", "barbarism")
        if iCivicLegal in [iVassalageCivic, iReligiousLawCivic]:
            iCivicsRating += 1
            print("good combo", "monarchy", "vassalage, or religious law")
        if iCivicLabor == iSerfdomCivic:
            iCivicsRating += 1
            print("good combo", "monarchy", "serfdom")
        if iCivicLabor == iWageLaborCivic:
            iCivicsRating -= 1
            print("bad combo", "monarchy", "wage labor")
        if iCivicEconomy == iPatronageCivic:
            iCivicsRating += 1
            print("good combo", "monarchy", "patronage")
        if iCivicReligion in [iDynasticCultCivic, iStateReligionCivic]:
            iCivicsRating += 1
            print("good combo", "monarchy", "dynastic cult or state religion")

    if iCivicGovernment == iOligarchyCivic:
        if iCivicLegal in [iBarbarismCivic, iTyrannyCivic]:
            iCivicsRating -= 1
            print("bad combo", "oligrachy", "barbarism or tyranny")
        if iCivicLegal == iBureaucracyCivic:
            iCivicsRating += 1
            print("good combo", "oligrachy", "bureaucracy")
        if iCivicLabor == iTribalismCivic:
            iCivicsRating -= 1
            print("bad combo", "oligrachy", "tribalism")
        if iCivicReligion in [iDynasticCultCivic, iMilitancyCivic]:
            iCivicsRating -= 1
            print("bad combo", "oligrachy", "dynastic cult or militancy")
        if iCivicEconomy in [iAgrarianismCivic, iPatronageCivic]:
            iCivicsRating += 1
            print("good combo", "oligrachy", "agrarianism or patronage")

    if iCivicGovernment == iEmpireCivic:
        if iCivicLegal == iBureaucracyCivic:
            iCivicsRating += 1
            print("good combo", "empire", "bureaucracy")
        if iCivicLegal in [iBarbarismCivic, iTyrannyCivic]:
            iCivicsRating -= 1
            print("bad combo", "empire", "tyranny")
        if iCivicLabor == iTribalismCivic:
            iCivicsRating -= 1
            print("bad combo", "empire", "tribalism")
        if iCivicEconomy == iDecentralizationCivic:
            iCivicsRating -= 1
            print("bad combo", "empire", "decentralization")
        if iCivicEconomy == iAgrarianismCivic:
            iCivicsRating += 1
            print("good combo", "empire", "agrarianism")

    if iCivicLegal == iBarbarismCivic:
        if iCivicLabor == iWageLaborCivic:
            iCivicsRating -= 1
            print("bad combo", "barbarism", "wage labor")
        if iCivicEconomy == iTradeEconomyCivic:
            iCivicsRating -= 1
            print("bad combo", "barbarism", "trade economy")

    if iCivicLegal == iTyrannyCivic:
        if iCivicLabor in [iCasteSystemCivic, iWageLaborCivic]:
            iCivicsRating -= 1
            print("bad combo", "tyranny", "caste system or wage labor")
        if iCivicEconomy == iTradeEconomyCivic:
            iCivicsRating -= 1
            print("bad combo", "tyranny", "trade economy")
        if iCivicReligion == iDynasticCultCivic:
            iCivicsRating += 1
            print("good combo", "tyranny", "dynastic cult")
        if iCivicReligion in [
                iStateReligionCivic, iMilitancyCivic, iSyncretismCivic
        ]:
            iCivicsRating -= 1
            print("bad combo", "tyranny",
                  "state religion, militancy or syncretism")

    if iCivicLegal == iVassalageCivic:
        if iCivicLabor in [iCasteSystemCivic, iSerfdomCivic]:
            iCivicsRating += 1
            print("good combo", "vassalge", "caste system or serfdom")
        if iCivicLabor == iWageLaborCivic:
            iCivicsRating -= 1
            print("bad combo", "vassalge", "wage labor")
        if iCivicEconomy == iTradeEconomyCivic:
            iCivicsRating -= 1
            print("bad combo", "vassalge", "trade economy")
        if iCivicEconomy == iPatronageCivic:
            iCivicsRating += 1
            print("good combo", "vassalge", "patronage")
        if iCivicReligion == iDynasticCultCivic:
            iCivicsRating -= 1
            print("bad combo", "vassalage", "dynastic cult")

    if iCivicLegal == iReligiousLawCivic:
        if iCivicLabor in [iCasteSystemCivic, iSerfdomCivic]:
            iCivicsRating += 1
            print("good combo", "religious law", "caste system or serfdom")
        if iCivicLabor == iWageLaborCivic:
            iCivicsRating -= 1
            print("bad combo", "religious law", "wage labor")
        if iCivicEconomy in [iTradeEconomyCivic, iMilitaryEconomyCivic]:
            iCivicsRating -= 1
            print("bad combo", "religious law",
                  "trade economy or military economy")
        if iCivicReligion in [
                iPaganismCivic, iDynasticCultCivic, iSyncretismCivic
        ]:
            iCivicsRating -= 1
            print("bad combo", "religious law",
                  "paganism, dynastic cult or syncretism")

    if iCivicLegal == iBureaucracyCivic:
        if iCivicLabor in [iTribalismCivic, iCasteSystemCivic]:
            iCivicsRating -= 1
            print("bad combo", "bureaucracy", "tribalism or caste system")
        if iCivicLabor == iSlaveryCivic:
            iCivicsRating += 1
            print("good combo", "bureaucracy", "slavery")
        if iCivicEconomy == iDecentralizationCivic:
            iCivicsRating -= 1
            print("bad combo", "bureaucracy", "decentralization")

    if iCivicLabor == iTribalismCivic:
        if iCivicEconomy == iDecentralizationCivic:
            iCivicsRating += 1
            print("good combo", "tribalism", "decentralization")
        if iCivicEconomy in [iTradeEconomyCivic, iMilitaryEconomyCivic]:
            iCivicsRating -= 1
            print("bad combo", "tribalism",
                  "trade economy or military economy")
        if iCivicReligion == iDynasticCultCivic:
            iCivicsRating -= 1
            print("bad combo", "tribalism", "dynastic cult")

    if iCivicLabor == iSlaveryCivic:
        if iCivicEconomy == iAgrarianismCivic:
            iCivicsRating += 1
            print("good combo", "slavery", "agrarianism")

    if iCivicLabor == iCasteSystemCivic:
        if iCivicEconomy == iAgrarianismCivic:
            iCivicsRating += 1
            print("good combo", "caste system", "agrarianism")
        if iCivicEconomy == iTradeEconomyCivic:
            iCivicsRating -= 1
            print("bad combo", "caste system", "trade economy")
        if iCivicReligion in [iDynasticCultCivic, iSyncretismCivic]:
            iCivicsRating -= 1
            print("bad combo", "caste system", "dynastic cult or syncretism")

    if iCivicLabor == iSerfdomCivic:
        if iCivicEconomy == iAgrarianismCivic:
            iCivicsRating += 1
            print("good combo", "serfdom", "agrarianism")
        if iCivicEconomy == iTradeEconomyCivic:
            iCivicsRating -= 1
            print("bad combo", "serfdom", "trade economy")
        if iCivicReligion == iStateReligionCivic:
            iCivicsRating += 1
            print("good combo", "serfdom", "state religion")

    if iCivicLabor == iWageLaborCivic:
        if iCivicEconomy in [iDecentralizationCivic, iAgrarianismCivic]:
            iCivicsRating -= 1
            print("bad combo", "wage labor", "decentralization or agrarianism")
        if iCivicEconomy == iTradeEconomyCivic:
            iCivicsRating += 1
            print("good combo", "wage labor", "trade economy")
        if iCivicReligion == iMilitancyCivic:
            iCivicsRating -= 1
            print("bad combo", "wage labor", "militancy")

    if iCivicEconomy == iTradeEconomyCivic:
        if iCivicReligion in [iDynasticCultCivic, iMilitancyCivic]:
            iCivicsRating -= 1
            print("bad combo", "trade economy", "dynastic cult or militancy")

    # Civics + State Religion

    if iCivicLabor == iCasteSystemCivic and iStateReligion != iHinduism:
        iCivicsRating -= 1
        print "caste wo hindu"

    if iCivicLabor == iSlaveryCivic and iStateReligion == iChristianity:
        iCivicsRating -= 1
        print "christian slaves"

    print("Civics rating:", iCivicsRating)
    print("stored civics rating", sd.getCivicsStability(iPlayer))

    ## HAPPINESS AND HEALTH ##
    print "HEALTH & HAPPINESS"
    # balance of health and happiness per city, with extra penalty for angry citizens

    iHappinessAndHealthRating = 0
    print("total happy",
          pPlayer.calculateTotalCityHappiness(), "total unhappy",
          pPlayer.calculateTotalCityUnhappiness(), "cities", iNumCities)
    print("total health",
          pPlayer.calculateTotalCityHealthiness(), "total unhealth",
          pPlayer.calculateTotalCityUnhealthiness(), "cities", iNumCities)
    iHappiness = ((pPlayer.calculateTotalCityHappiness()) -
                  (pPlayer.calculateTotalCityUnhappiness())) / (iNumCities)
    iHealth = ((pPlayer.calculateTotalCityHealthiness()) -
               (pPlayer.calculateTotalCityUnhealthiness())) / (iNumCities)
    print("iHappiness=", iHappiness, "iHealth=", iHealth)

    if iHappiness < 0: iHappinessAndHealthRating -= 1
    elif iHappiness > 3: iHappinessAndHealthRating += 1

    if iHealth < 0: iHappinessAndHealthRating -= 1
    elif iHealth > 3: iHappinessAndHealthRating += 1

    if iPlayer == utils.getHumanID():  # I think this kills the AI unfairly
        for pLoopCity in apCityList:
            if (pLoopCity.GetCy().angryPopulation(0) > 0):
                iHappinessAndHealthRating -= 1
                print "angry city"

    print("Health & Happiness rating:", iHappinessAndHealthRating)

    ## ECONOMY ##
    print "ECONOMY"
    # balance of income and costs

    iEconomyRating = 0

    #if pPlayer.getGold() < 300:
    iRate = (pPlayer.calculateGoldRate() + pPlayer.calculateBaseNetResearch()
             ) - (pPlayer.calculateInflatedCosts())
    print("gold=", pPlayer.calculateGoldRate(), "research=",
          pPlayer.calculateBaseNetResearch(), "costs=",
          pPlayer.calculateInflatedCosts(), "iRate", iRate)

    if iRate < -300: iEconomyRating -= 4
    elif iRate < -200: iEconomyRating -= 3
    elif iRate < -100: iEconomyRating -= 2
    elif iRate < -20: iEconomyRating -= 1
    elif iRate > +10: iEconomyRating += 1
    elif iRate > +30: iEconomyRating += 2

    iEconomy = pPlayer.calculateTotalYield(
        YieldTypes.YIELD_COMMERCE) - pPlayer.calculateInflatedCosts()
    iIndustry = pPlayer.calculateTotalYield(YieldTypes.YIELD_PRODUCTION)
    iAgriculture = pPlayer.calculateTotalYield(YieldTypes.YIELD_FOOD)

    iGrowth = iEconomy + iIndustry + iAgriculture

    if iGrowth * 2 < sd.getOldEconomyRating(iPlayer):
        iEconomyRating -= 3
        print "high economic decline"
    elif iGrowth * 4 < sd.getOldEconomyRating(iPlayer) * 3:
        iEconomyRating -= 2
        print "med economic decline"
    elif iGrowth < sd.getOldEconomyRating(iPlayer):
        iEconomyRating -= 1
        print "some economic decline"

    sd.setOldEconomyRating(iPlayer, iGrowth)

    print("Economy rating:", iEconomyRating)

    ## EMPIRE ##
    print "EMPIRE"
    # balance of core and empire populations, mitigated by courthouses and civics

    iEmpireRating = 0
    bExiled = True
    for regionID in utils.getCoreRegions(iCiv):
        if (utils.checkRegionOwnedCity(iPlayer, regionID)):
            bExiled = False
        if not (utils.checkRegionControl(iPlayer, regionID)):
            iEmpireRating -= 4
            print "core province not controlled"
    if bExiled:
        print "Exiled"

    iCorePop = 0
    iEmpirePop = 0
    for pLoopCity in apCityList:
        if pLoopCity.GetCy().isCapital():
            iCorePop += pLoopCity.getPopulation() * 3
        else:
            regionID = gc.getMap().plot(
                pLoopCity.GetCy().getX(),
                pLoopCity.GetCy().getY()).getRegionID()
            if regionID in utils.getCoreRegions(
                    iCiv) or regionID in utils.getSpecialRegions(iCiv):
                iCorePop += pLoopCity.getPopulation() * 2
            elif regionID in utils.getNormalRegions(iCiv):
                iFactor = 1
                if not ((iCivicGovernment == iTheocracyCivic) and
                        (pLoopCity.GetCy().isHasReligion(iStateReligion))):
                    if iCivicGovernment != iEmpireCivic: iFactor += 1
                if not (iCivicLegal == iBureaucracyCivic):
                    iFactor += 1
                if not (pLoopCity.GetCy().getNumRealBuilding(iCourthouse)):
                    iFactor += 1
                iEmpirePop += pLoopCity.getPopulation() * iFactor
            else:
                iFactor = 2
                if not ((iCivicGovernment == iTheocracyCivic) and
                        (pLoopCity.GetCy().isHasReligion(iStateReligion))):
                    if iCivicGovernment != iEmpireCivic: iFactor += 1
                if not (iCivicLegal == iBureaucracyCivic):
                    iFactor += 1
                if not (pLoopCity.GetCy().getNumRealBuilding(iCourthouse) > 0):
                    iFactor += 1
                iEmpirePop += pLoopCity.getPopulation() * iFactor

    if (pPlayer.getNumCities()) * 2 < (sd.getNumCities(iPlayer)):
        iEmpireRating -= 6
        print "high city losses"
    elif (pPlayer.getNumCities()) * 3 < (sd.getNumCities(iPlayer)) * 2:
        iEmpireRating -= 3
        print "med city losses"
    elif pPlayer.getNumCities() < sd.getNumCities(iPlayer):
        iEmpireRating -= 1
        print "some losses"

    print("iCorePop=", iCorePop, "iEmpirePop=", iEmpirePop)

    if iCorePop > iEmpirePop * 2: iEmpireRating += 2
    elif iCorePop > iEmpirePop: iEmpireRating += 1
    elif iCorePop * 5 < iEmpirePop: iEmpireRating -= 5
    elif iCorePop * 4 < iEmpirePop: iEmpireRating -= 4
    elif iCorePop * 3 < iEmpirePop: iEmpireRating -= 3
    elif iCorePop * 2 < iEmpirePop: iEmpireRating -= 2
    elif iCorePop < iEmpirePop: iEmpireRating -= 1

    print("iEmpireRating=", iEmpireRating)

    ## RELIGION ##
    print "RELIGION"
    iReligionRating = 0
    iNumForeignReligions = 0
    iNumNonbelievingCities = 0

    if (iCivicReligion == iDynasticCultCivic) or (iCivicReligion
                                                  == iPaganismCivic):
        for pLoopCity in apCityList:
            for iLoopReligion in range(iNumReligions):
                if pLoopCity.GetCy().isHasReligion(iLoopReligion):
                    if iLoopReligion != iHinduism:
                        iNumForeignReligions += 1
                    elif iLoopReligion == iHinduism and iCivicLabor != iCasteSystemCivic:
                        iNumForeignReligions += 1
    elif iCivicReligion == iStateReligionCivic:
        for pLoopCity in apCityList:
            if not pLoopCity.GetCy().isHasReligion(iStateReligion):
                iNumNonbelievingCities += 2
            for iLoopReligion in range(iNumReligions):
                if pLoopCity.GetCy().isHasReligion(
                        iLoopReligion) and iLoopReligion != iStateReligion:
                    iNumForeignReligions += 1
    elif (iCivicReligion == iMilitancyCivic) or (iCivicGovernment
                                                 == iTheocracyCivic):
        for pLoopCity in apCityList:
            if not pLoopCity.GetCy().isHasReligion(iStateReligion):
                iNumNonbelievingCities += 2
            for iLoopReligion in range(iNumReligions):
                if pLoopCity.GetCy().isHasReligion(
                        iLoopReligion) and iLoopReligion != iStateReligion:
                    iNumForeignReligions += 2

    print("iNumForeignReligions", iNumForeignReligions,
          "iNumNonbelievingCities", iNumNonbelievingCities, "iNumCities",
          iNumCities)

    if iNumNonbelievingCities * 2 > iNumCities: iReligionRating -= 2
    elif iNumNonbelievingCities * 4 > iNumCities: iReligionRating -= 1

    if iNumForeignReligions > iNumCities * 2: iReligionRating -= 2
    elif iNumForeignReligions > iNumCities: iReligionRating -= 1

    print("iReligionRating=", iReligionRating)

    print "TOTALS"
    print(
        "Total:", iCivicsRating + iHappinessAndHealthRating + iEconomyRating +
        iEmpireRating + iReligionRating)

    def stabilityCheck(iPlayer, iAdjustment=0):

        #print "stabilityCheck called"

        #CyInterface().addMessage(utils.getHumanID(), True, iDuration, CyTranslator().getText("STABILITY CHECK", ()) + " " + gc.getPlayer(iPlayer).getCivilizationDescription(0), "", 0, "", ColorTypes(iRed), -1, -1, True, True)
        if (iPlayer > iNumPlayers):
            return
        pPlayer = gc.getPlayer(iPlayer)
        pTeam = gc.getTeam(pPlayer.getTeam())
        apCityList = PyPlayer(iPlayer).getCityList()
        iCiv = sd.getCivilization(iPlayer)
        iGameTurn = gc.getGame().getGameTurn()
        iCivicGovernment = pPlayer.getCivics(0)
        iCivicLegal = pPlayer.getCivics(1)
        iCivicLabor = pPlayer.getCivics(2)
        iCivicReligion = pPlayer.getCivics(4)

        # calibrate the system here:
        #iAdjustment -= 1

        if utils.getYear() > tFall[iCiv]:
            iAdjustment -= 3

        if iPlayer == iRome and (tBirth[iByzantines] +
                                 20) > utils.getYear() > (tBirth[iByzantines] -
                                                          20):
            #print "pass on Byzantine birth"
            return

        if (iGameTurn < getTurnForYear(tBirth[iPlayer]) + 50):
            #print "pass, too early"
            return

        if iPlayer == iRome and gc.getPlayer(iByzantines).isAlive(
        ) and sd.getCivilization(iByzantines) == iRebelRome:
            #print "pass for Rome during civil war"
            return
        '''if pTeam.isHasTech(iStabilityCollapsing):
			if iGameTurn > getTurnForYear(tFall[iCiv]):
				print ("quick terminal crisis, iCiv=", gc.getPlayer(iPlayer).getCivilizationShortDescription(0), "year=", utils.getYear())
				self.terminalCrisis(iPlayer, iCiv, pPlayer, pTeam)
				return
			else:
				print ("quick severe crisis, iCiv=", gc.getPlayer(iPlayer).getCivilizationShortDescription(0), "year=", utils.getYear())
				self.severeCrisis(iPlayer, iCiv, pPlayer, pTeam)
				return'''

        ## CIVICS ##

        # combinations of civics and state religions

        # Civics
        #print "CIVICS"

        iCivicsRating = sd.getCivicsStability(iPlayer)

        ## HAPPINESS AND HEALTH ##
        #print "HEALTH & HAPPINESS"
        # balance of health and happiness per city, with extra penalty for angry citizens

        iNumCities = pPlayer.getNumCities()
        if iNumCities < 1: iNumCities = 1

        iHappinessAndHealthRating = 0
        #print ("total happy", pPlayer.calculateTotalCityHappiness(), "total unhappy", pPlayer.calculateTotalCityUnhappiness(), "cities", iNumCities)
        #print ("total health", pPlayer.calculateTotalCityHealthiness(), "total unhealth", pPlayer.calculateTotalCityUnhealthiness(), "cities", iNumCities)
        iHappiness = ((pPlayer.calculateTotalCityHappiness()) -
                      (pPlayer.calculateTotalCityUnhappiness())) / (iNumCities)
        iHealth = ((pPlayer.calculateTotalCityHealthiness()) -
                   (pPlayer.calculateTotalCityUnhealthiness())) / (iNumCities)
        #print ("iHappiness=", iHappiness, "iHealth=", iHealth)

        if iHappiness < 0: iHappinessAndHealthRating -= 1
        elif iHappiness > 3: iHappinessAndHealthRating += 1

        if iHealth < 0: iHappinessAndHealthRating -= 1
        elif iHealth > 3: iHappinessAndHealthRating += 1

        if iPlayer == utils.getHumanID():  # I think this kills the AI unfairly
            for pLoopCity in apCityList:
                if (pLoopCity.GetCy().angryPopulation(0) > 0):
                    iHappinessAndHealthRating -= 1
                    #print "angry city"

        ## ECONOMY ##
        #print "ECONOMY"
        # balance of income and costs

        iEconomyRating = 0

        iRate = (pPlayer.calculateGoldRate() +
                 pPlayer.calculateBaseNetResearch()) - (
                     pPlayer.calculateInflatedCosts())
        #print ("gold=", pPlayer.calculateGoldRate(), "research=", pPlayer.calculateBaseNetResearch(), "costs=", pPlayer.calculateInflatedCosts(), "iRate", iRate)

        if iRate < -300: iEconomyRating -= 4
        elif iRate < -200: iEconomyRating -= 3
        elif iRate < -100: iEconomyRating -= 2
        elif iRate < -20: iEconomyRating -= 1
        elif iRate > +10: iEconomyRating += 1
        elif iRate > +30: iEconomyRating += 2

        #else:
        #iEconomyRating += 2
        #print "pass on savings"

        ## EMPIRE ##
        #print "EMPIRE"
        # balance of core and empire populations, mitigated by courthouses and civics

        iEmpireRating = 0
        bExiled = True
        for regionID in utils.getCoreRegions(iCiv):
            if (utils.checkRegionOwnedCity(iPlayer, regionID)):
                bExiled = False
            if not (utils.checkRegionControl(iPlayer, regionID)):
                iEmpireRating -= 4
                #print "core province not controlled"
        if bExiled:
            #print "Exiled"
            self.terminalCrisis(iPlayer, iCiv, pPlayer, pTeam)

        iCorePop = 0
        iEmpirePop = 0
        for pLoopCity in apCityList:
            if not pLoopCity.isNone():  # possible fix for C++ exception
                if pLoopCity.GetCy().isCapital():
                    iCorePop += pLoopCity.getPopulation() * 3
                else:
                    regionID = gc.getMap().plot(
                        pLoopCity.GetCy().getX(),
                        pLoopCity.GetCy().getY()).getRegionID()
                    if regionID in utils.getCoreRegions(
                            iCiv) or regionID in utils.getSpecialRegions(iCiv):
                        iCorePop += pLoopCity.getPopulation() * 2
                    elif regionID in utils.getNormalRegions(iCiv):
                        iFactor = 1
                        if not (
                            (iCivicGovernment == iTheocracyCivic) and
                            (pLoopCity.GetCy().isHasReligion(iStateReligion))):
                            if iCivicGovernment != iEmpireCivic: iFactor += 1
                        if not (iCivicLegal == iBureaucracyCivic):
                            iFactor += 1
                        print "C++ exception, Normal Regions", (
                            "iPlayer = ",
                            iPlayer), ("Year = ", utils.getYear()), (
                                "Location = ", "(", pLoopCity.GetCy().getX(),
                                ",", pLoopCity.GetCy().getY())
                        if not (pLoopCity.GetCy().getNumRealBuilding(
                                iCourthouse)):
                            print "Courthouse statement answered no"
                            iFactor += 1
                        else:
                            print "Courthouse statement answered yes"
                        iEmpirePop += pLoopCity.getPopulation() * iFactor
                    else:
                        iFactor = 2
                        if not (
                            (iCivicGovernment == iTheocracyCivic) and
                            (pLoopCity.GetCy().isHasReligion(iStateReligion))):
                            if iCivicGovernment != iEmpireCivic: iFactor += 1
                        if not (iCivicLegal == iBureaucracyCivic):
                            iFactor += 1
                        print "C++ exception, Other Regions", (
                            "iPlayer = ",
                            iPlayer), ("Year = ", utils.getYear()), (
                                "Location = ", "(", pLoopCity.GetCy().getX(),
                                ",", pLoopCity.GetCy().getY())
                        if not (pLoopCity.GetCy().getNumRealBuilding(
                                iCourthouse)):
                            print "Courthouse statement answered no"
                            iFactor += 1
                        else:
                            print "Courthouse statement answered yes"
                        iEmpirePop += pLoopCity.getPopulation() * iFactor

        #print ("iCorePop=", iCorePop, "iEmpirePop=", iEmpirePop)

        #if iCorePop > iEmpirePop *5: iEmpireRating += 5
        #elif iCorePop > iEmpirePop *4: iEmpireRating += 4
        #elif iCorePop > iEmpirePop *3: iEmpireRating += 3
        #iEmpireRating += self.empireStability(iCorePop, iEmpirePop)

        if iCorePop > iEmpirePop * 2: iEmpireRating += 2
        elif iCorePop > iEmpirePop: iEmpireRating += 1
        elif iCorePop * 5 < iEmpirePop: iEmpireRating -= 5
        elif iCorePop * 4 < iEmpirePop: iEmpireRating -= 4
        elif iCorePop * 3 < iEmpirePop: iEmpireRating -= 3
        elif iCorePop * 2 < iEmpirePop: iEmpireRating -= 2
        elif iCorePop < iEmpirePop: iEmpireRating -= 1

        #if iCorePop < iEmpirePop:
        #iEmpireRating -= (((iEmpirePop * 10) / iCorePop) * ((iEmpirePop * 10) / iCorePop)) / 100

        #print ("iEmpireRating=", iEmpireRating)

        ## RELIGION ##
        #print "RELIGION"
        iReligionRating = 0
        iNumForeignReligions = 0
        iNumNonbelievingCities = 0

        if (iCivicReligion == iDynasticCultCivic) or (iCivicReligion
                                                      == iPaganismCivic):
            for pLoopCity in apCityList:
                for iLoopReligion in range(iNumReligions):
                    if pLoopCity.GetCy().isHasReligion(iLoopReligion):
                        if iLoopReligion != iHinduism:
                            iNumForeignReligions += 1
                        elif iLoopReligion == iHinduism and iCivicLabor != iCasteSystemCivic:
                            iNumForeignReligions += 1
        elif iCivicReligion == iStateReligionCivic:
            for pLoopCity in apCityList:
                if not pLoopCity.GetCy().isHasReligion(iStateReligion):
                    iNumNonbelievingCities += 2
                for iLoopReligion in range(iNumReligions):
                    if pLoopCity.GetCy().isHasReligion(
                            iLoopReligion) and iLoopReligion != iStateReligion:
                        iNumForeignReligions += 1
        elif (iCivicReligion == iMilitancyCivic) or (iCivicGovernment
                                                     == iTheocracyCivic):
            for pLoopCity in apCityList:
                if not pLoopCity.GetCy().isHasReligion(iStateReligion):
                    iNumNonbelievingCities += 2
                for iLoopReligion in range(iNumReligions):
                    if pLoopCity.GetCy().isHasReligion(
                            iLoopReligion) and iLoopReligion != iStateReligion:
                        iNumForeignReligions += 2

        #print ("iNumForeignReligions", iNumForeignReligions, "iNumNonbelievingCities", iNumNonbelievingCities, "iNumCities", iNumCities)

        if iNumNonbelievingCities * 2 > iNumCities: iReligionRating -= 2
        elif iNumNonbelievingCities * 4 > iNumCities: iReligionRating -= 1

        if iNumForeignReligions > iNumCities * 2: iReligionRating -= 2
        elif iNumForeignReligions > iNumCities: iReligionRating -= 1

        #print ("iReligionRating=", iReligionRating)

        #print "TOTALS"
        #print ("Civics:", iCivicsRating, "Health & Happiness:", iHappinessAndHealthRating, "Economy:", iEconomyRating, "Empire:", iEmpireRating, "Religion:", iReligionRating)
        #print ("Total:", iCivicsRating + iHappinessAndHealthRating + iEconomyRating + iEmpireRating + iReligionRating)
        #iAdjustment = 3
        #print ("iAdjustment=", iAdjustment)

        iStability = iCivicsRating + iHappinessAndHealthRating + iEconomyRating + iEmpireRating + iReligionRating + iAdjustment
        if iPlayer == iByzantines: iStability += 3  # Byzantine UP
        if iGameTurn > getTurnForYear(tFall[iCiv]): iStability -= 3

        ### RESULTS ###

        if pTeam.isHasTech(iStabilityCollapsing):
            if iStability < -3:
                if iGameTurn > getTurnForYear(tFall[iCiv]):
                    #print "RESULT"
                    #print ("already collapsing, terminal crisis, iCiv=", iCiv)
                    self.terminalCrisis(iPlayer, iCiv, pPlayer, pTeam)
                    return
                else:
                    #print "RESULT"
                    #print ("already collapsing, severe crisis, iCiv=", iCiv)
                    self.severeCrisis(iPlayer, iCiv, pPlayer, pTeam)
                    return
            elif iStability < 3:
                #print "RESULT"
                #print ("stability flat at collapsing, moderate crisis, iCiv=", iCiv)
                self.moderateCrisis(iPlayer, iCiv, pPlayer, pTeam)
            elif iStability > 3:
                #print "RESULT"
                #print ("upgrade from collapsing to unstable, iCiv=", iCiv)
                pTeam.setHasTech(iStabilityCollapsing, False, iPlayer, False,
                                 False)
                pTeam.setHasTech(iStabilityUnstable, True, iPlayer, False,
                                 False)
                return

        elif pTeam.isHasTech(iStabilityUnstable):
            if iStability < -6:
                if iGameTurn > getTurnForYear(tFall[iCiv]):
                    #print "RESULT"
                    #print ("downgrade from unstable to collapsing, severe crisis, iCiv=", iCiv)
                    pTeam.setHasTech(iStabilityUnstable, False, iPlayer, False,
                                     False)
                    pTeam.setHasTech(iStabilityCollapsing, True, iPlayer,
                                     False, False)
                    self.severeCrisis(iPlayer, iCiv, pPlayer, pTeam)
                    return
                else:
                    #print "RESULT"
                    #print ("downgrade from unstable to collapsing, moderate crisis, iCiv=", iCiv)
                    pTeam.setHasTech(iStabilityUnstable, False, iPlayer, False,
                                     False)
                    pTeam.setHasTech(iStabilityCollapsing, True, iPlayer,
                                     False, False)
                    self.moderateCrisis(iPlayer, iCiv, pPlayer, pTeam)
                    return
            elif iStability <= 0:
                #print "RESULT"
                #print ("stability flat at unstable, minor crisis, iCiv=", iCiv)
                self.minorCrisis(iPlayer, iCiv, pPlayer, pTeam)
                return
            else:
                #print "RESULT"
                #print ("stability upgrade from unstable to stable, no crisis, iCiv=", iCiv)
                pTeam.setHasTech(iStabilityUnstable, False, iPlayer, False,
                                 False)
                pTeam.setHasTech(iStabilityStable, True, iPlayer, False, False)
                return
        else:
            if iStability < -6:
                #print "RESULT"
                #print ("downgrade from stable to unstable, minor crisis, iCiv=", iCiv)
                pTeam.setHasTech(iStabilityStable, False, iPlayer, False,
                                 False)
                pTeam.setHasTech(iStabilityUnstable, True, iPlayer, False,
                                 False)
                self.minorCrisis(iPlayer, iCiv, pPlayer, pTeam)
                return
            elif iStability < -3:
                #print "RESULT"
                #print ("downgrade from stable to unstable, no crisis, iCiv=", iCiv)
                pTeam.setHasTech(iStabilityStable, False, iPlayer, False,
                                 False)
                pTeam.setHasTech(iStabilityUnstable, True, iPlayer, False,
                                 False)
                return
            #elif iStability >= 0: print ("stability flat at stable, no crisis, iCiv=", iCiv)
Example #4
0
    def checkGrid(self, iCiv):

        pCiv = gc.getPlayer(iCiv)
        tCiv = gc.getTeam(pCiv.getTeam())
        lTargetCivs = []

        #clean it, sometimes it takes old values in memory
        for k in range(iNumTotalPlayers):
            lTargetCivs.append(0)

        #set alive civs to 1 to differentiate them from dead civs
        for k in range(iNumTotalPlayers):
            if gc.getPlayer(k).isAlive() and tCiv.isHasMet(k):
                lTargetCivs[k] = 1

        #set master or vassal to 0
        for k in range(iNumPlayers):
            if gc.getTeam(gc.getPlayer(k).getTeam()).isVassal(
                    iCiv) or tCiv.isVassal(k):
                lTargetCivs[k] = 0

        #if already at war
        for k in range(iNumTotalPlayers):
            if tCiv.isAtWar(k):
                lTargetCivs[k] = 0

        lTargetCivs[iCiv] = 0

        #edead: changed Rhye's code to Regions (provinces)
        map = CyMap()
        for i in range(map.numPlots()):
            plot = map.plotByIndex(i)
            if plot.isCity():
                iOwner = plot.getOwner()
                if iOwner >= 0 and iOwner < iNumTotalPlayers and iOwner != iCiv:
                    if lTargetCivs[iOwner] > 0:
                        regionID = plot.getRegionID()
                        if regionID in utils.getCoreRegions(iCiv):
                            lTargetCivs[iOwner] += 10
                        elif regionID in utils.getNormalRegions(iCiv):
                            lTargetCivs[iOwner] += 5
                        elif regionID in utils.getBroaderRegions(iCiv):
                            lTargetCivs[iOwner] += 2

        #srpt: important war
        if utils.getYear() >= -250 and utils.getYear() < -150:
            if iCiv == con.iRome:
                lTargetCivs[con.iCarthage] += 30
            elif iCiv == con.iCarthage:
                lTargetCivs[con.iRome] += 30

        #srpt: important war
        if utils.getYear() >= -400 and utils.getYear() < -300:
            if iCiv == con.iMacedon:
                lTargetCivs[con.iAthens] += 30
            elif iCiv == con.iAthens:
                lTargetCivs[con.iMacedon] += 30

        #srpt: important war
        if utils.getYear() >= -350 and utils.getYear() < -300:
            if iCiv == con.iQin:
                lTargetCivs[con.iJinState] += 30
            elif iCiv == con.iJinState:
                lTargetCivs[con.iQin] += 30

        #there are other routines for this
        lTargetCivs[iIndependent1] /= 3
        lTargetCivs[iIndependent2] /= 3
        lTargetCivs[iIndependent3] /= 3
        lTargetCivs[iIndependent4] /= 3

        #no random silly wars - edead
        for k in range(iNumTotalPlayers):
            if lTargetCivs[k] == 1:
                lTargetCivs[k] = 0

        print("AIWars grid for ", iCiv)
        print(lTargetCivs)

        #normalization
        iMaxTempValue = -1
        for k in range(iNumTotalPlayers):
            if (lTargetCivs[k] > iMaxTempValue):
                iMaxTempValue = lTargetCivs[k]
        if (iMaxTempValue > 0):
            for k in range(iNumTotalPlayers):
                if (lTargetCivs[k] > 0):
                    lTargetCivs[k] = lTargetCivs[k] * 500 / iMaxTempValue

        print(lTargetCivs)

        for iLoopCiv in range(iNumTotalPlayers):

            if (lTargetCivs[iLoopCiv] <= 0):
                continue

            #add a random value
            if (lTargetCivs[iLoopCiv] <= iThreshold):
                lTargetCivs[iLoopCiv] += gc.getGame().getSorenRandNum(
                    100, 'random modifier')
            if (lTargetCivs[iLoopCiv] > iThreshold):
                lTargetCivs[iLoopCiv] += gc.getGame().getSorenRandNum(
                    300, 'random modifier')

            #balanced with attitude
            attitude = 2 * (pCiv.AI_getAttitude(iLoopCiv) - 2)
            if (attitude > 0):
                lTargetCivs[iLoopCiv] /= attitude

            #exploit plague
            if iLoopCiv < iNumPlayers:
                if (sd.getPlagueCountdown(iLoopCiv) > 0
                        or sd.getPlagueCountdown(iLoopCiv) < -10
                        and not (gc.getGame().getGameTurn() <= getTurnForYear(
                            con.tBirth[iLoopCiv]) + utils.getTurns(20))):
                    lTargetCivs[iLoopCiv] *= 3
                    lTargetCivs[iLoopCiv] /= 2

            #balanced with master's attitude
            for j in range(iNumTotalPlayers):
                if (tCiv.isVassal(j)):
                    attitude = 2 * (gc.getPlayer(j).AI_getAttitude(iLoopCiv) -
                                    2)
                    if (attitude > 0):
                        lTargetCivs[iLoopCiv] /= attitude

            #if already at war
            if (not tCiv.isAtWar(iLoopCiv)):
                #consider peace counter
                iCounter = min(7, max(1, tCiv.AI_getAtPeaceCounter(iLoopCiv)))
                if (iCounter <= 7):
                    lTargetCivs[iLoopCiv] *= 20 + 10 * iCounter
                    lTargetCivs[iLoopCiv] /= 100

            #if under pact
            if (tCiv.isDefensivePact(iLoopCiv)):
                lTargetCivs[iLoopCiv] /= 4

            #if friend of a friend
##					for jLoopCiv in range( iNumTotalPlayers ):
##						if (tCiv.isDefensivePact(jLoopCiv) and gc.getTeam(gc.getPlayer(iLoopCiv).getTeam()).isDefensivePact(jLoopCiv)):
##							lTargetCivs[iLoopCiv] /= 2

        print(lTargetCivs)

        #find max
        iMaxValue = 0
        iTargetCiv = -1
        for iLoopCiv in range(iNumTotalPlayers):
            if (lTargetCivs[iLoopCiv] > iMaxValue):
                iMaxValue = lTargetCivs[iLoopCiv]
                iTargetCiv = iLoopCiv

        print("maxvalue", iMaxValue)
        print("target civ", iTargetCiv)

        if (iMaxValue >= iMinValue):
            return iTargetCiv
        return -1
Example #5
0
    def updateBaseStability(self, iGameTurn, iPlayer):

        pPlayer = gc.getPlayer(iPlayer)
        teamPlayer = gc.getTeam(pPlayer.getTeam())

        iCivic0 = pPlayer.getCivics(0)
        iCivic1 = pPlayer.getCivics(1)
        iCivic2 = pPlayer.getCivics(2)
        iCivic3 = pPlayer.getCivics(3)
        iCivic4 = pPlayer.getCivics(4)

        if (iGameTurn % 3 != 0):
            iNewBaseStability = self.getPartialBaseStability(iPlayer)
            iEconomy = pPlayer.calculateTotalYield(
                YieldTypes.YIELD_COMMERCE) - pPlayer.calculateInflatedCosts(
                )  #used later
            iIndustry = pPlayer.calculateTotalYield(
                YieldTypes.YIELD_PRODUCTION)  #used later
            iAgriculture = pPlayer.calculateTotalYield(
                YieldTypes.YIELD_FOOD)  #used later
            iPopulation = pPlayer.getRealPopulation()  #used later
            iEraModifier = pPlayer.getCurrentEra()  #used later

        else:  #every 3 turns

            # DIPLOMACY

            iNewBaseStability = 0
            iNewBaseStability += 5 * teamPlayer.getDefensivePactTradingCount(
            )  # +5 per defensive pact
            iNewBaseStability += 1 * teamPlayer.getOpenBordersTradingCount(
            )  # +1 per open borders

            # -3 for unstable neighbor
            for iLoopCiv in range(iNumPlayers):
                if (iLoopCiv in con.lNeighbours[iPlayer]):
                    if (gc.getPlayer(iLoopCiv).isAlive()):
                        if (self.getStability(iLoopCiv) < -20):
                            if (self.getStability(iPlayer) >= 0):
                                iNewBaseStability -= 3
                                #print("iNewBaseStability neighbours", iNewBaseStability, iPlayer)
                                break

            # Vassal: +10 and from -5 to +5 per Master's stability
            for iLoopCiv in range(iNumPlayers):
                if (teamPlayer.isVassal(iLoopCiv)):
                    iNewBaseStability += 10
                    #print("iNewBaseStability vassal",iNewBaseStability, iPlayer)
                    iNewBaseStability += min(
                        5, max(-5,
                               self.getStability(iLoopCiv) / 4))
                    break

            # Master: +2 (+5 w/Vassalage) and from -2 to +2 per Vassal's stability;
            for iLoopCiv2 in range(iNumPlayers):
                if (gc.getTeam(
                        gc.getPlayer(iLoopCiv2).getTeam()).isVassal(iPlayer)):
                    iNewBaseStability += 2
                    iNewBaseStability += min(
                        2, max(-2,
                               self.getStability(iLoopCiv2) / 4))
                    if iCivic1 == 6:
                        iNewBaseStability += 3

            iNumContacts = 0
            for iLoopCiv3 in range(iNumPlayers):
                if (pPlayer.canContact(iLoopCiv3) and iLoopCiv3 != iPlayer):
                    iNumContacts += 1
            iNewBaseStability -= (iNumContacts / 3 - 4)

            self.setParameter(iPlayer, iParDiplomacy3, False,
                              iNewBaseStability)

            # EXPANSION

            iTempExpansionThreshold = iNewBaseStability

            iMaxPlotsAbroad = 40
            iHandicap = gc.getGame().getHandicapType()
            if (iHandicap == 0):
                iMaxPlotsAbroad = 44
            elif (iHandicap == 2):
                iMaxPlotsAbroad = 36
            iNumPlotsAbroad = max(
                0,
                self.getOwnedPlotsLastTurn(iPlayer) - iMaxPlotsAbroad)
            iExpansionPenalty = iNumPlotsAbroad * 2 / 7

            iExpansionPenalty = iExpansionPenalty * self.getExpansionPercent(
                iPlayer) / 100

            if self.getOwnedCitiesLastTurn(iPlayer) <= 20:
                iExpansionPenalty += self.getOwnedCitiesLastTurn(iPlayer) * 7
            else:
                iExpansionPenalty += (self.getOwnedCitiesLastTurn(iPlayer) -
                                      6) * 10

            iNewBaseStability -= iExpansionPenalty

            self.setParameter(iPlayer, iParExpansion3, False,
                              iNewBaseStability - iTempExpansionThreshold)

            # CIVICS

            iTempCivicThreshold = iNewBaseStability
            iStateReligion = pPlayer.getStateReligion()

            self.setParameter(iPlayer, iParCivics3, False,
                              iNewBaseStability - iTempCivicThreshold)

            # CITIES

            apCityList = PyPlayer(iPlayer).getCityList()

            iTempExpansionPenalty = 0

            for pLoopCity in apCityList:
                iTempCityPenalty = 0
                regionID = gc.getMap().plot(
                    pLoopCity.GetCy().getX(),
                    pLoopCity.GetCy().getY()).getRegionID()
                for iLoop in range(iNumPlayers):
                    if iGameTurn > getTurnForYear(
                            tBirth[iLoop]) and iLoop != iPlayer:
                        if regionID in utils.getCoreRegions(
                                iLoop
                        ) and not regionID in utils.getCoreRegions(iPlayer):
                            if iGameTurn < getTurnForYear(tFall[iLoop]):
                                if regionID in utils.getNormalRegions(
                                        iPlayer
                                ) or regionID in utils.getBroaderRegions(
                                        iPlayer):
                                    iTempCityPenalty = 2
                                else:
                                    iTempCityPenalty = 3
                            else:
                                if regionID in utils.getNormalRegions(
                                        iPlayer
                                ) or regionID in utils.getBroaderRegions(
                                        iPlayer):
                                    iTempCityPenalty = 1
                                else:
                                    iTempCityPenalty = 2
                            break
                        elif regionID in utils.getNormalRegions(
                                iLoop) or regionID in utils.getBroaderRegions(
                                    iLoop):
                            if regionID not in utils.getCoreRegions(
                                    iPlayer
                            ) and regionID not in utils.getNormalRegions(
                                    iLoop
                            ) and regionID not in utils.getBroaderRegions(
                                    iLoop):
                                iTempCityPenalty = 1
                iTempExpansionPenalty += iTempCityPenalty

            iTempExpansionPenalty = iTempExpansionPenalty * self.getExpansionPercent(
                iPlayer) / 100

            iNewBaseStability -= iTempExpansionPenalty
            self.setParameter(iPlayer, iParExpansion3, True,
                              -iTempExpansionPenalty)

            iTotalTempCityStability = 0

            for pCity in apCityList:
                city = pCity.GetCy()
                pCurrent = gc.getMap().plot(city.getX(), city.getY())
                iTempCityStability = 0

                if (city.angryPopulation(0) > 0):
                    iTempCityStability -= 2
                if (city.healthRate(False, 0) < 0):
                    iTempCityStability -= 1
                if (city.getReligionBadHappiness() > 0):
                    iTempCityStability -= max(2,
                                              city.getReligionBadHappiness())
                if (city.getHurryAngerModifier() > 0):
                    iTempCityStability -= 3
                if (city.getNoMilitaryPercentAnger() > 0):
                    iTempCityStability -= 2
                if (city.getWarWearinessPercentAnger() > 0):
                    iTempCityStability -= 1

                if (iTempCityStability <= -5):  #middle check, for optimization
                    iTotalTempCityStability += max(-5, iTempCityStability)
                    #print("iTotalTempCityStability", iTotalTempCityStability, city.getName(), iPlayer)
                    if (iTotalTempCityStability <=
                            -10):  #middle check, for optimization
                        break
                    else:
                        continue

                # instability from non-state religion - skip if player has free religion civic or tolerant trait
                iTempReligionStability = 0
                for iLoop in range(con.iNumReligions):
                    if city.isHasReligion(
                            iLoop) and pPlayer.getStateReligion() != iLoop:
                        iTempReligionStability -= 1
                if not city.isHasReligion(pPlayer.getStateReligion()):
                    iTempReligionStability -= 1

                iTempReligionStability = max(-4, iTempReligionStability)
                iTempCityStability += iTempReligionStability

                for iLoop in range(iNumTotalPlayers + 1):
                    if (iLoop != iPlayer):
                        if (pCurrent.getCulture(iLoop) > 0):
                            if (pCurrent.getCulture(iPlayer) == 0
                                ):  #division by zero may happen
                                iTempCityStability -= 2
                            else:
                                if (pCurrent.getCulture(iLoop) * 100 /
                                        pCurrent.getCulture(iPlayer) >= 15):
                                    iTempCityStability -= 2
                                    break

                if (iTempCityStability < 0):
                    iTotalTempCityStability += max(-5, iTempCityStability)
                    #print("iTotalTempCityStability", iTotalTempCityStability, city.getName(), iPlayer)

                if (iTotalTempCityStability <=
                        -12):  #middle check, for optimization
                    break

            if iTotalTempCityStability < 0:
                iTotalTempCityStability += max(-12, iTotalTempCityStability)
                iNewBaseStability += iTotalTempCityStability
                #print("iNewBaseStability city check", iNewBaseStability, iPlayer)

            self.setParameter(iPlayer, iParCities3, False,
                              iTotalTempCityStability)

            # BUILDINGS

            iTempBuildingsStability = 0

            for pCity in apCityList:
                city = pCity.GetCy()

            iNewBaseStability += iTempBuildingsStability
            self.setParameter(iPlayer, iParCities3, True,
                              iTempBuildingsStability)

            # HAPPINESS

            iHappiness = -10
            if (pPlayer.calculateTotalCityHappiness() > 0):
                iHappiness = int((1.0 * pPlayer.calculateTotalCityHappiness()) / (pPlayer.calculateTotalCityHappiness() + \
                 pPlayer.calculateTotalCityUnhappiness()) * 100) - 60
            iNewBaseStability += iHappiness / 10
            self.setParameter(iPlayer, iParCities3, True, iHappiness / 10)

            # PIETY

            iPietyBonus = con.tFavorLevelsStabilityBonus[utils.getFavorLevel(
                iPlayer)]
            if iPlayer == utils.getHumanID():
                iPietyBonus *= 3
                iPietyBonus /= 2
            iNewBaseStability += iPietyBonus
            self.setParameter(iPlayer, iParCities3, True, iPietyBonus)

            # ECONOMY

            iTempEconomyThreshold = iNewBaseStability
            iImports = pPlayer.calculateTotalImports(YieldTypes.YIELD_COMMERCE)
            iExports = pPlayer.calculateTotalExports(YieldTypes.YIELD_COMMERCE)
            iEconomy = pPlayer.calculateTotalYield(
                YieldTypes.YIELD_COMMERCE) - pPlayer.calculateInflatedCosts()
            iIndustry = pPlayer.calculateTotalYield(
                YieldTypes.YIELD_PRODUCTION)
            iAgriculture = pPlayer.calculateTotalYield(YieldTypes.YIELD_FOOD)
            iPopulation = pPlayer.getTotalPopulation()
            iEraModifier = pPlayer.getCurrentEra()

            iTradeBalance = (iImports + iExports) / 5 - iEraModifier * 2
            iTradeBalance = min(6, max(-6, iTradeBalance))
            iAgricultureBalance = int(
                5 * (float(iAgriculture) / iPopulation - 2)) - 2
            iAgricultureBalance = min(4, max(-8, iAgricultureBalance))
            iEconomyBalance = int(5 *
                                  (float(iEconomy - 8) *
                                   (1 - iEraModifier / 5) / iPopulation - 2))
            iEconomyBalance = min(8, max(-8, iEconomyBalance))
            iIndustryBalance = int(5 *
                                   (float(iIndustry) *
                                    (1 - iEraModifier / 10) / iPopulation - 2))
            iIndustryBalance = min(4, max(-4, iIndustryBalance))

            # Decentralization civic
            iTotalBalance = iTradeBalance + iAgricultureBalance + iEconomyBalance + iIndustryBalance

            iNewBaseStability = iNewBaseStability + iTotalBalance

            self.setParameter(iPlayer, iParEconomy3, False,
                              iNewBaseStability - iTempEconomyThreshold)

            self.setPartialBaseStability(iPlayer, iNewBaseStability)

        #every turn

        if (iGameTurn >= getTurnForYear(tBirth[iPlayer]) + utils.getTurns(15)):
            self.setGNPnew(
                iPlayer,
                self.getGNPnew(iPlayer) +
                (iEconomy + 4 * iIndustry + 2 * iAgriculture) / 7)
            if (iGameTurn % utils.getTurns(3) == 2):
                iTempEconomyThreshold = self.getStability(iPlayer)
                iMaxShrink = 7
                iMaxGrowth = 3
                iNegativeFasterGrowth = (
                    self.getGNPnew(iPlayer) - 4) / 3 - self.getGNPold(
                        iPlayer
                    ) / 3  #-1:-1 -2:-2 -3:-2 -4:-2 -5:-3 -6:-3 -7:-3 -8:-4
                iNegativeNormalGrowth = (
                    self.getGNPnew(iPlayer) - 3) / 3 - self.getGNPold(
                        iPlayer
                    ) / 3  #-1:-1 -2:-1 -3:-2 -4:-2 -5:-2 -6:-3 -7:-3 -8:-3
                iNegativeSlowerGrowth = (
                    self.getGNPnew(iPlayer) - 1) / 3 - self.getGNPold(
                        iPlayer
                    ) / 3  #-1: 0 -2:-1 -3:-1 -4:-1 -5:-2 -6:-2 -7:-2 -8:-3

                iPositiveFasterGrowth = self.getGNPnew(
                    iPlayer
                ) / 3 - self.getGNPold(
                    iPlayer
                ) / 3  # 0: 0 +1: 0 +2: 0 +3:+1 +4:+1 +5:+1 +6:+2 +7:+2 +8:+2 +9:+3
                iPositiveNormalGrowth = self.getGNPnew(
                    iPlayer
                ) / 4 - self.getGNPold(
                    iPlayer
                ) / 4  # 0: 0 +1: 0 +2: 0 +3: 0 +4:+1 +5:+1 +6:+1 +7:+1 +8:+2 +9:+2
                iPositiveSlowerGrowth = self.getGNPnew(
                    iPlayer
                ) / 5 - self.getGNPold(
                    iPlayer
                ) / 5  # 0: 0 +1: 0 +2: 0 +3: 0 +4: 0 +5:+1 +6:+1 +7:+1 +8:+1 +9:+1

                iNegativeGrowth = iNegativeNormalGrowth
                iPositiveGrowth = iPositiveNormalGrowth
                if iPlayer in []:  #counterbalance their stagnation due to the very early start
                    iNegativeGrowth = iNegativeSlowerGrowth
                    iPositiveGrowth = iPositiveSlowerGrowth
                if iPlayer in []:  #counterbalance their late start
                    iNegativeGrowth = iNegativeFasterGrowth
                    iPositiveGrowth = iPositiveFasterGrowth

                if (self.getGNPnew(iPlayer) < self.getGNPold(iPlayer)):
                    self.setStability(
                        iPlayer,
                        self.getStability(iPlayer) +
                        max(-iMaxShrink, iNegativeGrowth))
                elif (self.getGNPnew(iPlayer) >= self.getGNPold(iPlayer)):
                    self.setStability(
                        iPlayer,
                        self.getStability(iPlayer) +
                        min(iMaxGrowth, iPositiveGrowth))

                self.setParameter(
                    iPlayer, iParEconomyE, True,
                    self.getStability(iPlayer) - iTempEconomyThreshold)

        iTempEconomyThreshold = iNewBaseStability

        if (iGameTurn % utils.getTurns(3) == 2):
            self.setGNPold(iPlayer, self.getGNPnew(iPlayer))
            self.setGNPnew(iPlayer, 0)

        self.setParameter(iPlayer, iParEconomy1, False,
                          iNewBaseStability - iTempEconomyThreshold)

        iTempCivicThreshold = iNewBaseStability
        self.setParameter(iPlayer, iParCivics1, False,
                          iNewBaseStability - iTempCivicThreshold)

        iTempExpansionThreshold = iNewBaseStability
        iNumPlayerCities = pPlayer.getNumCities()
        iNumCitiesThreshold = 7 + pPlayer.getCurrentEra()  # edead
        if iNumPlayerCities >= iNumCitiesThreshold:
            iNewBaseStability -= (iNumPlayerCities - iNumCitiesThreshold +
                                  3) * (iNumPlayerCities -
                                        iNumCitiesThreshold + 3) / 9
        self.setParameter(iPlayer, iParExpansion1, False,
                          iNewBaseStability - iTempExpansionThreshold)

        if (self.getCombatResultTempModifier(iPlayer) != 0):
            iTempExpansionThreshold = iNewBaseStability
            iNewBaseStability += max(
                -20, min(20, self.getCombatResultTempModifier(iPlayer)))
            self.setParameter(iPlayer, iParExpansion1, True,
                              iNewBaseStability - iTempExpansionThreshold)
            if (self.getCombatResultTempModifier(iPlayer) <= -4 -
                (iEraModifier / 2)):  #great loss
                self.setStability(iPlayer, self.getStability(iPlayer) - 1)
                self.setParameter(iPlayer, iParDiplomacyE, True, -1)
            if (abs(self.getCombatResultTempModifier(iPlayer)) >= 4):
                self.setCombatResultTempModifier(
                    iPlayer,
                    self.getCombatResultTempModifier(iPlayer) / 2)
            else:
                self.setCombatResultTempModifier(iPlayer, 0)

        if (pPlayer.getAnarchyTurns() != 0):
            iTempCivicsThreshold = self.getStability(iPlayer)
            if (self.getStability(iPlayer) > 24):
                #print("Stability: anarchy permanent", self.getStability(iPlayer) - self.getStability(iPlayer)/8, iPlayer)
                self.setStability(iPlayer,
                                  self.getStability(iPlayer) -
                                  self.getStability(iPlayer) / 8 /
                                  utils.getTurns(1))  # edead: penalty scaling
            else:
                #print("Stability: anarchy permanent", 3, iPlayer)
                self.setStability(
                    iPlayer,
                    self.getStability(iPlayer) -
                    3 / utils.getTurns(1))  # edead: penalty scaling
            self.setParameter(
                iPlayer, iParCivicsE, True,
                self.getStability(iPlayer) - iTempCivicsThreshold)
            iNewBaseStability -= (self.getStability(iPlayer) + 30) / 2
            self.setParameter(iPlayer, iParCivics1, True,
                              -(self.getStability(iPlayer) + 30) / 2)
            #print("iNewBaseStability anarchy",iNewBaseStability, iPlayer)

        if (pPlayer.isGoldenAge()):
            iNewBaseStability += 20
            #print("iNewBaseStability golden",iNewBaseStability, iPlayer)
            self.setParameter(iPlayer, iParEconomy1, True, 20)

        sd.setStability(
            iPlayer,
            self.getStability(iPlayer) -
            self.getBaseStabilityLastTurn(iPlayer) + iNewBaseStability)
        # if (self.getStability(iPlayer) < -80):
        # self.setStability(iPlayer, -80)
        # if (self.getStability(iPlayer) > 80):
        # self.setStability(iPlayer, 80)

        self.setBaseStabilityLastTurn(iPlayer, iNewBaseStability)
Example #6
0
    def checkTurn(self, iGameTurn):

        #moved here with its own stored value to save loading time (scrolls the map only once instead of every player)
        if (
                iGameTurn % utils.getTurns(6) == 0
        ):  #3 is too short to detect any change; must be a multiple of 3 anyway

            map = CyMap()
            lOwnedPlots = []
            lOwnedCities = []
            for j in range(iNumPlayers):
                lOwnedPlots.append(0)
                lOwnedCities.append(0)
            for i in range(map.numPlots()):
                plot = map.plotByIndex(i)
                iOwner = plot.getOwner()
                iRegionID = plot.getRegionID()
                if iOwner >= 0 and iOwner < iNumPlayers and (
                        plot.isHills() or plot.isFlatlands()):
                    if not iRegionID in utils.getCoreRegions(
                            iOwner
                    ) and not iRegionID in utils.getNormalRegions(
                            iOwner
                    ) and not iRegionID in utils.getBroaderRegions(iOwner):
                        lOwnedPlots[iOwner] += 1
                    if plot.isCity():
                        cityOwner = plot.getPlotCity().getOwner()
                        for iLoopPlayer in range(iNumPlayers):
                            if (iLoopPlayer != cityOwner
                                    and gc.getPlayer(iLoopPlayer).isAlive()
                                    and iGameTurn >=
                                    getTurnForYear(tBirth[iLoopPlayer]) +
                                    utils.getTurns(30) and iGameTurn >=
                                    self.getLatestRebellionTurn(iLoopPlayer) +
                                    utils.getTurns(15)):
                                if iRegionID in utils.getCoreRegions(
                                        iLoopPlayer
                                ) and not iRegionID in utils.getCoreRegions(
                                        iOwner):  # allows overlapping - edead
                                    lOwnedCities[iLoopPlayer] += 1
            for iLoopPlayer in range(iNumPlayers):
                self.setOwnedPlotsLastTurn(iLoopPlayer,
                                           lOwnedPlots[iLoopPlayer])
                self.setOwnedCitiesLastTurn(iLoopPlayer,
                                            lOwnedCities[iLoopPlayer])

            #for up/down arrows
            if (iGameTurn % 3 == 0 and gc.getActivePlayer().getNumCities() >
                    0):  #numcities required to test autoplay with minor civs
                self.setLastRecordedStabilityStuff(
                    0, self.getStability(utils.getHumanID()))
                self.setLastRecordedStabilityStuff(1, utils.getParCities())
                self.setLastRecordedStabilityStuff(2, utils.getParCivics())
                self.setLastRecordedStabilityStuff(3, utils.getParEconomy())
                self.setLastRecordedStabilityStuff(4, utils.getParExpansion())
                self.setLastRecordedStabilityStuff(5, utils.getParDiplomacy())

        for iPlayer in range(iNumPlayers):
            iTempNormalizationThreshold = self.getStability(iPlayer)
            iStability = iTempNormalizationThreshold
            if iGameTurn % utils.getTurns(10) == 7:
                if iStability < -40:
                    if iGameTurn < getTurnForYear(tFall[iPlayer]) or (
                            sd.getCivStatus(iPlayer) == 1 and iGameTurn <
                            getTurnForYear(tFallRespawned[iPlayer])):
                        self.setStability(iPlayer, iStability + 1)
            elif iGameTurn % utils.getTurns(10) == 8:
                if not gc.getPlayer(iPlayer).isGoldenAge():
                    if iStability > 80:
                        self.setStability(iPlayer, iStability - 2)
                    elif iStability > 40:
                        self.setStability(iPlayer, iStability - 1)
            iStability = self.getStability(iPlayer)
            if iGameTurn % utils.getTurns(12) == 7:
                if iGameTurn >= getTurnForYear(1500) and iStability < 40:
                    if iGameTurn < getTurnForYear(tFall[iPlayer]) or (
                            sd.getCivStatus(iPlayer) == 1 and iGameTurn <
                            getTurnForYear(tFallRespawned[iPlayer])):
                        self.setStability(iPlayer, iStability + 1)
            iStability = self.getStability(iPlayer)
            if iGameTurn % utils.getTurns(20) == 6:
                if iGameTurn >= getTurnForYear(
                        1250) and iGameTurn < getTurnForYear(
                            1500) and iStability < 20:
                    if iGameTurn < getTurnForYear(tFall[iPlayer]) or (
                            sd.getCivStatus(iPlayer) == 1 and iGameTurn <
                            getTurnForYear(tFallRespawned[iPlayer])):
                        self.setStability(iPlayer, iStability + 1)
            elif iGameTurn % utils.getTurns(20) == 11:
                iPermanentModifier = iStability - self.getBaseStabilityLastTurn(
                    iPlayer)
                if iPermanentModifier > 15:
                    self.setStability(iPlayer, iStability - 1)
                if iPermanentModifier < -40:
                    self.setStability(iPlayer, iStability + 1)
            elif iGameTurn % utils.getTurns(20) == 17:
                if iPlayer != utils.getHumanID():
                    if iGameTurn > getTurnForYear(tFall[iPlayer]) or (
                            sd.getCivStatus(iPlayer) == 1 and iGameTurn <
                            getTurnForYear(tFallRespawned[iPlayer])):
                        self.setStability(iPlayer, iStability - 1)
                    if iGameTurn > getTurnForYear(tFall[iPlayer] + 100) or (
                            sd.getCivStatus(iPlayer) == 1 and iGameTurn <
                            getTurnForYear(tFallRespawned[iPlayer]) + 100):
                        self.setStability(iPlayer, iStability - 1)
            #print("stability wave", self.getStability(iPlayer) - iTempNormalizationThreshold)
            self.setParameter(
                iPlayer, iParDiplomacyE, True,
                self.getStability(iPlayer) - iTempNormalizationThreshold)
	def drawContents(self):
		
		self.deleteAllWidgets()

		# Create a new screen, called FinanceAdvisor, using the file FinanceAdvisor.py for input
		screen = self.getScreen()
	
		player = gc.getPlayer(self.iActiveLeader)

		ePlayer = self.iActiveLeader #Rhye
		#Rhye - start ## srpt stability conversion
		## srpt stability conversion replaced below
		#Rhye - end
		
		pTeam = gc.getTeam(gc.getPlayer(utils.getHumanID()).getTeam())
		
		if pTeam.isHasTech(con.iStabilityStable):
			szTempBuffer = localText.getText("TXT_KEY_STABILITY_STABLE", ())
		elif pTeam.isHasTech(con.iStabilityUnstable):
			szTempBuffer = localText.getText("TXT_KEY_STABILITY_UNSTABLE", ())
		elif pTeam.isHasTech(con.iStabilityCollapsing):
			szTempBuffer = localText.getText("TXT_KEY_STABILITY_COLLAPSING", ())
			
		## srpt stability conversion end
	
		numCities = player.getNumCities()	
					
		totalUnitCost = player.calculateUnitCost()
		totalUnitSupply = player.calculateUnitSupply()
		totalMaintenance = player.getTotalMaintenance()
		totalCivicUpkeep = player.getCivicUpkeep([], False)
		totalPreInflatedCosts = player.calculatePreInflatedCosts()
		totalInflatedCosts = player.calculateInflatedCosts()
		goldCommerce = player.getCommerceRate(CommerceTypes.COMMERCE_GOLD)
		if (not player.isCommerceFlexible(CommerceTypes.COMMERCE_RESEARCH)):
			goldCommerce += player.calculateBaseNetResearch()
		gold = player.getGold()
		goldFromCivs = player.getGoldPerTurn()
		
		# < Mercenaries Start >
		totalMercenaryMaintenanceCost = objMercenaryUtils.getPlayerMercenaryMaintenanceCost(self.iActiveLeader)
		# totalMercenaryContractIncome = objMercenaryUtils.getPlayerMercenaryContractIncome(self.iActiveLeader)
		# < Mercenaries End   >

		szTreasuryPanel = self.getNextWidgetName()
		screen.addPanel(szTreasuryPanel, u"", "", True, True, self.X_SLIDERS, self.Y_TREASURY, self.X_EXPENSES + self.PANE_WIDTH - self.X_SLIDERS, self.H_TREASURY, PanelStyles.PANEL_STYLE_MAIN )
		screen.setLabel(self.getNextWidgetName(), szTreasuryPanel, u"<font=4>" + localText.getText("TXT_KEY_FINANCIAL_ADVISOR_TREASURY", (gold, )).upper() + u"</font>", CvUtil.FONT_CENTER_JUSTIFY, (self.X_SLIDERS + self.PANE_WIDTH + self.X_EXPENSES)/2, self.Y_TREASURY + self.H_TREASURY/2 - self.Y_SPACING/2, self.Z_CONTROLS, FontTypes.TITLE_FONT, WidgetTypes.WIDGET_HELP_FINANCE_GOLD_RESERVE, -1, -1 )

		szCommercePanel = self.getNextWidgetName()
		screen.addPanel(szCommercePanel, u"", "", True, True, self.X_SLIDERS, self.Y_LOCATION, self.PANE_WIDTH, self.PANE_HEIGHT, PanelStyles.PANEL_STYLE_MAIN )
		screen.setLabel(self.getNextWidgetName(), "Background",  u"<font=3>" + localText.getText("TXT_KEY_CONCEPT_COMMERCE", ()).upper() + u"</font>", CvUtil.FONT_CENTER_JUSTIFY, self.X_SLIDERS + self.PANE_WIDTH/2, self.Y_LOCATION + self.TEXT_MARGIN, self.Z_CONTROLS + self.DZ, FontTypes.GAME_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1 )
				
		szIncomePanel = self.getNextWidgetName()
		screen.addPanel(szIncomePanel, u"", "", True, True, self.X_INCOME, self.Y_LOCATION, self.PANE_WIDTH, self.PANE_HEIGHT, PanelStyles.PANEL_STYLE_MAIN )
		screen.setLabel(self.getNextWidgetName(), "Background",  u"<font=3>" + localText.getText("TXT_KEY_FINANCIAL_ADVISOR_INCOME_HEADER", ()).upper() + u"</font>", CvUtil.FONT_CENTER_JUSTIFY, self.X_INCOME + self.PANE_WIDTH/2, self.Y_LOCATION + self.TEXT_MARGIN, self.Z_CONTROLS + self.DZ, FontTypes.GAME_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1 )
		
		szExpensePanel = self.getNextWidgetName()
		screen.addPanel(szExpensePanel, u"", "", True, True, self.X_EXPENSES, self.Y_LOCATION, self.PANE_WIDTH, self.PANE_HEIGHT, PanelStyles.PANEL_STYLE_MAIN )
		screen.setLabel(self.getNextWidgetName(), "Background",  u"<font=3>" + localText.getText("TXT_KEY_FINANCIAL_ADVISOR_EXPENSES_HEADER", ()).upper() + u"</font>", CvUtil.FONT_CENTER_JUSTIFY, self.X_EXPENSES + self.PANE_WIDTH/2, self.Y_LOCATION + self.TEXT_MARGIN, self.Z_CONTROLS + self.DZ, FontTypes.GAME_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1 )

		#Rhye - start
		iHuman = utils.getHumanID()
		pPlayer = gc.getPlayer(iHuman)
		apCityList = PyPlayer(utils.getHumanID()).getCityList()
		iNumCities = pPlayer.getNumCities()
		if iNumCities < 1: iNumCities =1
		iCivicGovernment = pPlayer.getCivics(0)
		iCivicLegal = pPlayer.getCivics(1)
		iCivicLabor = pPlayer.getCivics(2)
		iCivicReligion = pPlayer.getCivics(4)
		iStateReligion = pPlayer.getStateReligion()
		
		szStabilityPanel = self.getNextWidgetName()
		screen.addPanel(szStabilityPanel, u"", "", True, True, self.X_SLIDERS, self.Y_STABILITY, self.X_EXPENSES + self.PANE_WIDTH - self.X_SLIDERS, self.H_TREASURY, PanelStyles.PANEL_STYLE_MAIN )
		screen.setLabel(self.getNextWidgetName(), szStabilityPanel, u"<font=4>" + localText.getText("TXT_KEY_STABILITY_ADVISOR_TITLE", ()).upper() + " " + szTempBuffer + u"</font>", CvUtil.FONT_CENTER_JUSTIFY, (self.X_SLIDERS + self.PANE_WIDTH + self.X_EXPENSES)/2, self.Y_STABILITY + self.H_TREASURY/2 - self.Y_SPACING/2, self.Z_CONTROLS, FontTypes.TITLE_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1 )

		szParametersPanel1 = self.getNextWidgetName()
		screen.addPanel(szParametersPanel1, u"", "", True, True, self.X_PARAMETERS1, self.Y_PARAMETERS, self.PARAMETERS_WIDTH, self.H_PARAMETERS, PanelStyles.PANEL_STYLE_MAIN )
		screen.setLabel(self.getNextWidgetName(), "Background",  u"<font=3>" + localText.getText("TXT_KEY_STABILITY_CIVICS", ()) + u"</font>", CvUtil.FONT_CENTER_JUSTIFY, self.X_PARAMETERS1 + self.PARAMETERS_WIDTH/2, self.Y_PARAMETERS + self.TEXT_MARGIN, self.Z_CONTROLS + self.DZ, FontTypes.GAME_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1 )
		
		## srpt stability data ##
		
		## Civics calculation
		iCivicsRating = sd.getCivicsStability(iHuman)
		
		self.printNumber(ePlayer, self.getNextWidgetName(), iCivicsRating, self.X_PARAMETERS1 + self.PARAMETERS_WIDTH/2, self.Y_PARAMETERS + self.TEXT_MARGIN + 60, self.Z_CONTROLS + self.DZ)
		
		szParametersPanel2 = self.getNextWidgetName()
		screen.addPanel(szParametersPanel2, u"", "", True, True, self.X_PARAMETERS2, self.Y_PARAMETERS, self.PARAMETERS_WIDTH, self.H_PARAMETERS, PanelStyles.PANEL_STYLE_MAIN )
		screen.setLabel(self.getNextWidgetName(), "Background",  u"<font=3>" + localText.getText("TXT_KEY_STABILITY_HH", ()) + u"</font>", CvUtil.FONT_CENTER_JUSTIFY, self.X_PARAMETERS2 + self.PARAMETERS_WIDTH/2, self.Y_PARAMETERS + self.TEXT_MARGIN, self.Z_CONTROLS + self.DZ, FontTypes.GAME_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1 )
		
		## H & H calculation
		iHappinessAndHealthRating = 0
		iHappiness = ((pPlayer.calculateTotalCityHappiness()) - (pPlayer.calculateTotalCityUnhappiness())) / (iNumCities)
		iHealth = ((pPlayer.calculateTotalCityHealthiness()) - (pPlayer.calculateTotalCityUnhealthiness())) / (iNumCities)
		if iHappiness < 0: iHappinessAndHealthRating -= 1
		elif iHappiness > 3: iHappinessAndHealthRating += 1
		if iHealth < 0: iHappinessAndHealthRating -= 1
		elif iHealth > 3: iHappinessAndHealthRating += 1
		for pLoopCity in apCityList:
			if (pLoopCity.GetCy().angryPopulation(0) > 0): 
				iHappinessAndHealthRating -= 1
		self.printNumber(ePlayer, self.getNextWidgetName(), iHappinessAndHealthRating, self.X_PARAMETERS2 + self.PARAMETERS_WIDTH/2, self.Y_PARAMETERS + self.TEXT_MARGIN + 60, self.Z_CONTROLS + self.DZ)
		
		szParametersPanel3 = self.getNextWidgetName()
		screen.addPanel(szParametersPanel3, u"", "", True, True, self.X_PARAMETERS3, self.Y_PARAMETERS, self.PARAMETERS_WIDTH, self.H_PARAMETERS, PanelStyles.PANEL_STYLE_MAIN )
		screen.setLabel(self.getNextWidgetName(), "Background",  u"<font=3>" + localText.getText("TXT_KEY_STABILITY_ECONOMY", ()) + u"</font>", CvUtil.FONT_CENTER_JUSTIFY, self.X_PARAMETERS3 + self.PARAMETERS_WIDTH/2, self.Y_PARAMETERS + self.TEXT_MARGIN, self.Z_CONTROLS + self.DZ, FontTypes.GAME_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1 )
		
		## Economy calculation
		iEconomyRating = 0
		#if pPlayer.getGold() < 300:
		iRate = (pPlayer.calculateGoldRate() + pPlayer.calculateBaseNetResearch()) - (pPlayer.calculateInflatedCosts())
		if iRate < -300: iEconomyRating -= 4
		elif iRate < -200: iEconomyRating -= 3
		elif iRate < -100: iEconomyRating -= 2
		elif iRate < -20: iEconomyRating -= 1
		elif iRate > +10: iEconomyRating += 1
		elif iRate > +30: iEconomyRating += 2
		
		
		iEconomy = pPlayer.calculateTotalYield(YieldTypes.YIELD_COMMERCE) - pPlayer.calculateInflatedCosts()
		iIndustry = pPlayer.calculateTotalYield(YieldTypes.YIELD_PRODUCTION)
		iAgriculture = pPlayer.calculateTotalYield(YieldTypes.YIELD_FOOD)
		
		iGrowth = iEconomy + iIndustry + iAgriculture
			
			
		if iGrowth * 2 < sd.getOldEconomyRating(iHuman): 
			iEconomyRating -= 3 
			#print "high economic decline"
		elif iGrowth * 4 < sd.getOldEconomyRating(iHuman) * 3: 
			iEconomyRating -= 2 
			#print "med economic decline"
		elif iGrowth < sd.getOldEconomyRating(iHuman): 
			iEconomyRating -= 1
			#print "some economic decline"
			
		self.printNumber(ePlayer, self.getNextWidgetName(), iEconomyRating, self.X_PARAMETERS3 + self.PARAMETERS_WIDTH/2, self.Y_PARAMETERS + self.TEXT_MARGIN + 60, self.Z_CONTROLS + self.DZ)
		
		szParametersPanel4 = self.getNextWidgetName()
		screen.addPanel(szParametersPanel4, u"", "", True, True, self.X_PARAMETERS4, self.Y_PARAMETERS, self.PARAMETERS_WIDTH, self.H_PARAMETERS, PanelStyles.PANEL_STYLE_MAIN )
		screen.setLabel(self.getNextWidgetName(), "Background",  u"<font=3>" + localText.getText("TXT_KEY_STABILITY_EMPIRE", ()) + u"</font>", CvUtil.FONT_CENTER_JUSTIFY, self.X_PARAMETERS4 + self.PARAMETERS_WIDTH/2, self.Y_PARAMETERS + self.TEXT_MARGIN, self.Z_CONTROLS + self.DZ, FontTypes.GAME_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1 )
		
		## Empire calculation
		iEmpireRating = 0
		for regionID in utils.getCoreRegions(iHuman):
			if not (utils.checkRegionControl(iHuman, regionID)): 
				iEmpireRating -= 3
		iCorePop = 0
		iEmpirePop = 0
		for pLoopCity in apCityList:
			if pLoopCity.GetCy().isCapital():
				iCorePop += pLoopCity.getPopulation() * 3
			else:
				regionID = gc.getMap().plot(pLoopCity.GetCy().getX(),pLoopCity.GetCy().getY()).getRegionID()
				if regionID in utils.getCoreRegions(iHuman) or regionID in utils.getSpecialRegions(iHuman): 
					iCorePop += pLoopCity.getPopulation() * 2
				elif regionID in utils.getNormalRegions(iHuman):
					iFactor = 1
					if not ((iCivicGovernment == con.iTheocracyCivic) and (pLoopCity.GetCy().isHasReligion(iStateReligion))):
						if iCivicGovernment != con.iEmpireCivic: iFactor += 1
					if not (iCivicLegal == con.iBureaucracyCivic):
						iFactor += 1
					if not (pLoopCity.GetCy().getNumRealBuilding(con.iCourthouse) > 0):
						iFactor += 1
					iEmpirePop += pLoopCity.getPopulation() * iFactor
				else:
					iFactor = 2
					if not ((iCivicGovernment == con.iTheocracyCivic) and (pLoopCity.GetCy().isHasReligion(iStateReligion))):
						if iCivicGovernment != con.iEmpireCivic: iFactor += 1
					if not (iCivicLegal == con.iBureaucracyCivic):
						iFactor += 1
					if not (pLoopCity.GetCy().getNumRealBuilding(con.iCourthouse) > 0):
						iFactor += 1
					iEmpirePop += pLoopCity.getPopulation() * iFactor
					
		if iCorePop > iEmpirePop *2: iEmpireRating += 2
		elif iCorePop > iEmpirePop: iEmpireRating += 1
		elif iCorePop *5 < iEmpirePop: iEmpireRating -= 5
		elif iCorePop *4 < iEmpirePop: iEmpireRating -= 4
		elif iCorePop *3 < iEmpirePop: iEmpireRating -= 3
		elif iCorePop *2 < iEmpirePop: iEmpireRating -= 2
		elif iCorePop < iEmpirePop: iEmpireRating -= 1
				
		if (pPlayer.getNumCities()) * 2 < (sd.getNumCities(iHuman)): 
			iEmpireRating -= 6
		elif (pPlayer.getNumCities()) * 3 < (sd.getNumCities(iHuman)) * 2: 
			iEmpireRating -= 3
		elif pPlayer.getNumCities() < sd.getNumCities(iHuman): 
			iEmpireRating -= 1
		
		self.printNumber(ePlayer, self.getNextWidgetName(), iEmpireRating, self.X_PARAMETERS4 + self.PARAMETERS_WIDTH/2, self.Y_PARAMETERS + self.TEXT_MARGIN + 60, self.Z_CONTROLS + self.DZ)
		
		szParametersPanel5 = self.getNextWidgetName()
		screen.addPanel(szParametersPanel5, u"", "", True, True, self.X_PARAMETERS5, self.Y_PARAMETERS, self.PARAMETERS_WIDTH, self.H_PARAMETERS, PanelStyles.PANEL_STYLE_MAIN )
		screen.setLabel(self.getNextWidgetName(), "Background",  u"<font=3>" + localText.getText("TXT_KEY_STABILITY_RELIGION", ()) + u"</font>", CvUtil.FONT_CENTER_JUSTIFY, self.X_PARAMETERS5 + self.PARAMETERS_WIDTH/2, self.Y_PARAMETERS + self.TEXT_MARGIN, self.Z_CONTROLS + self.DZ, FontTypes.GAME_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1 )
		
		
		## Religion calculation
		iReligionRating = 0
		iNumForeignReligions = 0
		iNumNonbelievingCities = 0
		if (iCivicReligion == con.iDynasticCultCivic) or (iCivicReligion == con.iPaganismCivic): 
			for pLoopCity in apCityList:
				for iLoopReligion in range(con.iNumReligions):
					if pLoopCity.GetCy().isHasReligion(iLoopReligion):
						if iLoopReligion != con.iHinduism: 
							iNumForeignReligions += 1
						elif iLoopReligion == con.iHinduism and iCivicLabor != con.iCasteSystemCivic:
							iNumForeignReligions += 1
		elif iCivicReligion == con.iStateReligionCivic: 
			for pLoopCity in apCityList:
				if not pLoopCity.GetCy().isHasReligion(iStateReligion):
					iNumNonbelievingCities += 2
				for iLoopReligion in range(con.iNumReligions):
					if pLoopCity.GetCy().isHasReligion(iLoopReligion) and iLoopReligion != iStateReligion:
						iNumForeignReligions += 1
		elif (iCivicReligion == con.iMilitancyCivic) or (iCivicGovernment == con.iTheocracyCivic): 
			for pLoopCity in apCityList:
				if not pLoopCity.GetCy().isHasReligion(iStateReligion):
					iNumNonbelievingCities += 2
				for iLoopReligion in range(con.iNumReligions):
					if pLoopCity.GetCy().isHasReligion(iLoopReligion) and iLoopReligion != iStateReligion:
						iNumForeignReligions += 2
		
		#if sd.getPiety(iHuman) > 70: iReligionRating += 2
		#elif sd.getPiety(iHuman) > 40: iReligionRating += 1
		#elif sd.getPiety(iHuman) < 30: iReligionRating -= 1
		self.printNumber(ePlayer, self.getNextWidgetName(), iReligionRating, self.X_PARAMETERS5 + self.PARAMETERS_WIDTH/2, self.Y_PARAMETERS + self.TEXT_MARGIN + 60, self.Z_CONTROLS + self.DZ)

		 ## srpt stability conversion
		#Rhye - end		

		
		# Slider percentages
		yLocation  = self.Y_LOCATION
	
		yLocation += 0.5 * self.Y_SPACING
		for iI in range(CommerceTypes.NUM_COMMERCE_TYPES):
			eCommerce = (iI + 1) % CommerceTypes.NUM_COMMERCE_TYPES

			if (player.isCommerceFlexible(eCommerce)):
				yLocation += self.Y_SPACING
				screen.setButtonGFC(self.getNextWidgetName(), u"", "", self.X_SLIDERS + self.TEXT_MARGIN, int(yLocation) + self.TEXT_MARGIN, 20, 20, WidgetTypes.WIDGET_CHANGE_PERCENT, eCommerce, gc.getDefineINT("COMMERCE_PERCENT_CHANGE_INCREMENTS"), ButtonStyles.BUTTON_STYLE_CITY_PLUS )
				screen.setButtonGFC(self.getNextWidgetName(), u"", "", self.X_SLIDERS + self.TEXT_MARGIN + 24, int(yLocation) + self.TEXT_MARGIN, 20, 20, WidgetTypes.WIDGET_CHANGE_PERCENT, eCommerce, -gc.getDefineINT("COMMERCE_PERCENT_CHANGE_INCREMENTS"), ButtonStyles.BUTTON_STYLE_CITY_MINUS )

				szText = u"<font=3>" + gc.getCommerceInfo(eCommerce).getDescription() + u" (" + unicode(player.getCommercePercent(eCommerce)) + u"%)</font>"
				screen.setLabel(self.getNextWidgetName(), "Background",  szText, CvUtil.FONT_LEFT_JUSTIFY, self.X_SLIDERS + self.TEXT_MARGIN + 50, yLocation + self.TEXT_MARGIN, self.Z_CONTROLS + self.DZ, FontTypes.GAME_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1 )
				szRate = u"<font=3>" + unicode(player.getCommerceRate(CommerceTypes(eCommerce))) + u"</font>"
				screen.setLabel(self.getNextWidgetName(), "Background", szRate, CvUtil.FONT_RIGHT_JUSTIFY, self.X_SLIDERS + self.PANE_WIDTH - self.TEXT_MARGIN, yLocation + self.TEXT_MARGIN, self.Z_CONTROLS + self.DZ, FontTypes.GAME_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)


		yLocation += self.Y_SPACING
		szText = u"<font=3>" + gc.getCommerceInfo(CommerceTypes.COMMERCE_GOLD).getDescription() + u" (" + unicode(player.getCommercePercent(CommerceTypes.COMMERCE_GOLD)) + u"%)</font>"
		screen.setLabel(self.getNextWidgetName(), "Background",  szText, CvUtil.FONT_LEFT_JUSTIFY, self.X_SLIDERS + self.TEXT_MARGIN + 50, yLocation + self.TEXT_MARGIN, self.Z_CONTROLS + self.DZ, FontTypes.GAME_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1 )
		szCommerce = u"<font=3>" + unicode(goldCommerce) + u"</font>"
		screen.setLabel(self.getNextWidgetName(), "Background", szCommerce, CvUtil.FONT_RIGHT_JUSTIFY, self.X_SLIDERS + self.PANE_WIDTH - self.TEXT_MARGIN, yLocation + self.TEXT_MARGIN, self.Z_CONTROLS + self.DZ, FontTypes.GAME_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)

		# Income
		yLocation  = self.Y_LOCATION
		iIncome = 0

		yLocation += 1.5 * self.Y_SPACING
		screen.setLabel(self.getNextWidgetName(), "Background", u"<font=3>" + localText.getText("TXT_KEY_FINANCIAL_ADVISOR_TAXES", ()) + "</font>", CvUtil.FONT_LEFT_JUSTIFY, self.X_INCOME + self.TEXT_MARGIN, yLocation + self.TEXT_MARGIN, self.Z_CONTROLS + self.DZ, FontTypes.GAME_FONT, WidgetTypes.WIDGET_HELP_FINANCE_GROSS_INCOME, -1, -1 )
		screen.setLabel(self.getNextWidgetName(), "Background", u"<font=3>" + unicode(goldCommerce) + "</font>", CvUtil.FONT_RIGHT_JUSTIFY, self.X_INCOME + self.PANE_WIDTH - self.TEXT_MARGIN, yLocation + self.TEXT_MARGIN, self.Z_CONTROLS + self.DZ, FontTypes.GAME_FONT, WidgetTypes.WIDGET_HELP_FINANCE_GROSS_INCOME, -1, -1 )
		iIncome += goldCommerce

		# < Mercenaries Start >
		# yLocation += 1.5 * self.Y_SPACING
		# screen.setLabel(self.getNextWidgetName(), "Background", u"<font=3>" + localText.getText("TXT_KEY_FINANCIAL_ADVISOR_MERCENARY_CONTRACT_INCOME", ()) + "</font>", CvUtil.FONT_LEFT_JUSTIFY, self.X_INCOME + self.TEXT_MARGIN, yLocation + self.TEXT_MARGIN, self.Z_CONTROLS + self.DZ, FontTypes.GAME_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1 )
		# screen.setLabel(self.getNextWidgetName(), "Background", u"<font=3>" + unicode(totalMercenaryContractIncome) + "</font>", CvUtil.FONT_RIGHT_JUSTIFY, self.X_INCOME + self.PANE_WIDTH - self.TEXT_MARGIN, yLocation + self.TEXT_MARGIN, self.Z_CONTROLS + self.DZ, FontTypes.GAME_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1 )
		# iIncome += totalMercenaryContractIncome
		# < Mercenaries End   >

		if (goldFromCivs > 0):
			yLocation += self.Y_SPACING
			szText = unicode(goldFromCivs) + " : " + localText.getText("TXT_KEY_FINANCIAL_ADVISOR_PER_TURN", ())
			screen.setLabel(self.getNextWidgetName(), "Background", u"<font=3>" + localText.getText("TXT_KEY_FINANCIAL_ADVISOR_PER_TURN", ()) + "</font>", CvUtil.FONT_LEFT_JUSTIFY, self.X_INCOME + self.TEXT_MARGIN, yLocation + self.TEXT_MARGIN, self.Z_CONTROLS + self.DZ, FontTypes.GAME_FONT, WidgetTypes.WIDGET_HELP_FINANCE_FOREIGN_INCOME, self.iActiveLeader, 1)
			screen.setLabel(self.getNextWidgetName(), "Background", u"<font=3>" + unicode(goldFromCivs) + "</font>", CvUtil.FONT_RIGHT_JUSTIFY, self.X_INCOME + self.PANE_WIDTH - self.TEXT_MARGIN, yLocation + self.TEXT_MARGIN, self.Z_CONTROLS + self.DZ, FontTypes.GAME_FONT, WidgetTypes.WIDGET_HELP_FINANCE_FOREIGN_INCOME, self.iActiveLeader, 1)
			iIncome += goldFromCivs

		yLocation += 1.5 * self.Y_SPACING
		screen.setLabel(self.getNextWidgetName(), "Background", u"<font=3>" + localText.getText("TXT_KEY_FINANCIAL_ADVISOR_INCOME", ()) + "</font>", CvUtil.FONT_LEFT_JUSTIFY, self.X_INCOME + self.TEXT_MARGIN, yLocation + self.TEXT_MARGIN, self.Z_CONTROLS + self.DZ, FontTypes.GAME_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1 )
		screen.setLabel(self.getNextWidgetName(), "Background", u"<font=3>" + unicode(iIncome) + "</font>", CvUtil.FONT_RIGHT_JUSTIFY, self.X_INCOME + self.PANE_WIDTH - self.TEXT_MARGIN, yLocation + self.TEXT_MARGIN, self.Z_CONTROLS + self.DZ, FontTypes.GAME_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1 )
		iIncome += goldFromCivs


		# Expenses
		yLocation = self.Y_LOCATION
		iExpenses = 0

		yLocation += 1.5 * self.Y_SPACING
		screen.setLabel(self.getNextWidgetName(), "Background", u"<font=3>" + localText.getText("TXT_KEY_FINANCIAL_ADVISOR_UNITCOST", ()) + u"</font>", CvUtil.FONT_LEFT_JUSTIFY, self.X_EXPENSES + self.TEXT_MARGIN, yLocation + self.TEXT_MARGIN, self.Z_CONTROLS + self.DZ, FontTypes.GAME_FONT, WidgetTypes.WIDGET_HELP_FINANCE_UNIT_COST, self.iActiveLeader, 1)
		screen.setLabel(self.getNextWidgetName(), "Background", u"<font=3>" + unicode(totalUnitCost) + u"</font>", CvUtil.FONT_RIGHT_JUSTIFY, self.X_EXPENSES + self.PANE_WIDTH - self.TEXT_MARGIN, yLocation + self.TEXT_MARGIN, self.Z_CONTROLS + self.DZ, FontTypes.GAME_FONT, WidgetTypes.WIDGET_HELP_FINANCE_UNIT_COST, self.iActiveLeader, 1)
		iExpenses += totalUnitCost

		yLocation += self.Y_SPACING
		screen.setLabel(self.getNextWidgetName(), "Background", u"<font=3>" + localText.getText("TXT_KEY_FINANCIAL_ADVISOR_UNITSUPPLY", ()) + "</font>", CvUtil.FONT_LEFT_JUSTIFY, self.X_EXPENSES + self.TEXT_MARGIN, yLocation + self.TEXT_MARGIN, self.Z_CONTROLS + self.DZ, FontTypes.GAME_FONT, WidgetTypes.WIDGET_HELP_FINANCE_AWAY_SUPPLY, self.iActiveLeader, 1)
		screen.setLabel(self.getNextWidgetName(), "Background", u"<font=3>" + unicode(totalUnitSupply) + "</font>", CvUtil.FONT_RIGHT_JUSTIFY, self.X_EXPENSES + self.PANE_WIDTH - self.TEXT_MARGIN, yLocation + self.TEXT_MARGIN, self.Z_CONTROLS + self.DZ, FontTypes.GAME_FONT, WidgetTypes.WIDGET_HELP_FINANCE_AWAY_SUPPLY, self.iActiveLeader, 1)
		iExpenses += totalUnitSupply

		# < Mercenaries Start >
		yLocation += self.Y_SPACING
		screen.setLabel(self.getNextWidgetName(), "Background", u"<font=3>" + localText.getText("TXT_KEY_FINANCIAL_ADVISOR_MERCENARY_MAINTENANCE_COST", ()) + "</font>", CvUtil.FONT_LEFT_JUSTIFY, self.X_EXPENSES + self.TEXT_MARGIN, yLocation + self.TEXT_MARGIN, self.Z_CONTROLS + self.DZ, FontTypes.GAME_FONT, WidgetTypes.WIDGET_GENERAL, self.iActiveLeader, 1)
		screen.setLabel(self.getNextWidgetName(), "Background", u"<font=3>" + unicode(totalMercenaryMaintenanceCost) + "</font>", CvUtil.FONT_RIGHT_JUSTIFY, self.X_EXPENSES + self.PANE_WIDTH - self.TEXT_MARGIN, yLocation + self.TEXT_MARGIN, self.Z_CONTROLS + self.DZ, FontTypes.GAME_FONT, WidgetTypes.WIDGET_GENERAL, self.iActiveLeader, 1)
		iExpenses += totalMercenaryMaintenanceCost
		# < Mercenaries End   >

		yLocation += self.Y_SPACING
		screen.setLabel(self.getNextWidgetName(), "Background", u"<font=3>" + localText.getText("TXT_KEY_FINANCIAL_ADVISOR_MAINTENANCE", ()) + "</font>", CvUtil.FONT_LEFT_JUSTIFY, self.X_EXPENSES + self.TEXT_MARGIN, yLocation + self.TEXT_MARGIN, self.Z_CONTROLS + self.DZ, FontTypes.GAME_FONT, WidgetTypes.WIDGET_HELP_FINANCE_CITY_MAINT, self.iActiveLeader, 1)
		screen.setLabel(self.getNextWidgetName(), "Background", u"<font=3>" + unicode(totalMaintenance) + "</font>", CvUtil.FONT_RIGHT_JUSTIFY, self.X_EXPENSES + self.PANE_WIDTH - self.TEXT_MARGIN, yLocation + self.TEXT_MARGIN, self.Z_CONTROLS + self.DZ, FontTypes.GAME_FONT, WidgetTypes.WIDGET_HELP_FINANCE_CITY_MAINT, self.iActiveLeader, 1)
		iExpenses += totalMaintenance

		yLocation += self.Y_SPACING
		screen.setLabel(self.getNextWidgetName(), "Background", u"<font=3>" + localText.getText("TXT_KEY_FINANCIAL_ADVISOR_CIVICS", ()) + "</font>", CvUtil.FONT_LEFT_JUSTIFY, self.X_EXPENSES + self.TEXT_MARGIN, yLocation + self.TEXT_MARGIN, self.Z_CONTROLS + self.DZ, FontTypes.GAME_FONT, WidgetTypes.WIDGET_HELP_FINANCE_CIVIC_UPKEEP, self.iActiveLeader, 1)
		screen.setLabel(self.getNextWidgetName(), "Background", u"<font=3>" + unicode(totalCivicUpkeep) + "</font>", CvUtil.FONT_RIGHT_JUSTIFY, self.X_EXPENSES + self.PANE_WIDTH - self.TEXT_MARGIN, yLocation + self.TEXT_MARGIN, self.Z_CONTROLS + self.DZ, FontTypes.GAME_FONT, WidgetTypes.WIDGET_HELP_FINANCE_CIVIC_UPKEEP, self.iActiveLeader, 1)
		iExpenses += totalCivicUpkeep

		if (goldFromCivs < 0):
			yLocation += self.Y_SPACING
			screen.setLabel(self.getNextWidgetName(), "Background", u"<font=3>" + localText.getText("TXT_KEY_FINANCIAL_ADVISOR_COST_PER_TURN", ()) + "</font>", CvUtil.FONT_LEFT_JUSTIFY, self.X_EXPENSES + self.TEXT_MARGIN, yLocation + self.TEXT_MARGIN, self.Z_CONTROLS + self.DZ, FontTypes.GAME_FONT, WidgetTypes.WIDGET_HELP_FINANCE_FOREIGN_INCOME, self.iActiveLeader, 1)
			screen.setLabel(self.getNextWidgetName(), "Background", u"<font=3>" + unicode(-goldFromCivs) + "</font>", CvUtil.FONT_RIGHT_JUSTIFY, self.X_EXPENSES + self.PANE_WIDTH - self.TEXT_MARGIN, yLocation + self.TEXT_MARGIN, self.Z_CONTROLS + self.DZ, FontTypes.GAME_FONT, WidgetTypes.WIDGET_HELP_FINANCE_FOREIGN_INCOME, self.iActiveLeader, 1)
			iExpenses -= goldFromCivs

		yLocation += self.Y_SPACING
		iInflation = totalInflatedCosts - totalPreInflatedCosts
		screen.setLabel(self.getNextWidgetName(), "Background", u"<font=3>" + localText.getText("TXT_KEY_FINANCIAL_ADVISOR_INFLATION", ()) + "</font>", CvUtil.FONT_LEFT_JUSTIFY, self.X_EXPENSES + self.TEXT_MARGIN, yLocation + self.TEXT_MARGIN, self.Z_CONTROLS + self.DZ, FontTypes.GAME_FONT, WidgetTypes.WIDGET_HELP_FINANCE_INFLATED_COSTS, self.iActiveLeader, 1)
		screen.setLabel(self.getNextWidgetName(), "Background", u"<font=3>" + unicode(iInflation) + "</font>", CvUtil.FONT_RIGHT_JUSTIFY, self.X_EXPENSES + self.PANE_WIDTH - self.TEXT_MARGIN, yLocation + self.TEXT_MARGIN, self.Z_CONTROLS + self.DZ, FontTypes.GAME_FONT, WidgetTypes.WIDGET_HELP_FINANCE_INFLATED_COSTS, self.iActiveLeader, 1)
		iExpenses += iInflation

		yLocation += 1.5 * self.Y_SPACING
		screen.setLabel(self.getNextWidgetName(), "Background", u"<font=3>" + localText.getText("TXT_KEY_FINANCIAL_ADVISOR_EXPENSES", ()) + "</font>", CvUtil.FONT_LEFT_JUSTIFY, self.X_EXPENSES + self.TEXT_MARGIN, yLocation + self.TEXT_MARGIN, self.Z_CONTROLS + self.DZ, FontTypes.GAME_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1 )
		screen.setLabel(self.getNextWidgetName(), "Background", u"<font=3>" + unicode(iExpenses) + "</font>", CvUtil.FONT_RIGHT_JUSTIFY, self.X_EXPENSES + self.PANE_WIDTH - self.TEXT_MARGIN, yLocation + self.TEXT_MARGIN, self.Z_CONTROLS + self.DZ, FontTypes.GAME_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1 )

		return 0