def inviteToCongress(self):
		rank = lambda x: gc.getGame().getPlayerRank(x)
		lPossibleInvites = []
	
		if self.bPostWar:
			iLowestWinnerRank = rank(utils.getSortedList(self.lWinners, rank)[0])
			lPossibleInvites.extend(self.lWinners)
			lPossibleInvites.extend([iLoser for iLoser in self.lLosers if rank(iLoser) < iLowestWinnerRank])
			
		lPossibleInvites.extend(utils.getSortedList([iPlayer for iPlayer in range(iNumPlayers) if iPlayer not in lPossibleInvites], rank))
	
		self.lInvites = lPossibleInvites[:getNumInvitations()]
		
		lRemove = []
		for iLoopPlayer in self.lInvites:
			if not gc.getPlayer(iLoopPlayer).isAlive(): lRemove.append(iLoopPlayer)
			
		for iLoopPlayer in lRemove:
			self.lInvites.remove(iLoopPlayer)
		
		# Leoreth: America receives an invite if there are still claims in the west
		if iAmerica not in self.lInvites and not self.bPostWar and gc.getGame().getGameTurn() > tBirth[iAmerica]:
			lAmericanClaimCities = utils.getAreaCities(utils.getPlotList(tAmericanClaimsTL, tAmericanClaimsBR))
			if utils.satisfies(lAmericanClaimCities, lambda x: x.getOwner() != iAmerica):
				self.lInvites[len(self.lInvites)-1] = iAmerica
	def inviteToCongress(self):
		rank = lambda x: gc.getGame().getPlayerRank(x)
		lPossibleInvites = []
	
		if self.bPostWar:
			iLowestWinnerRank = rank(utils.getSortedList(self.lWinners, rank)[0])
			lPossibleInvites.extend(self.lWinners)
			lPossibleInvites.extend([iLoser for iLoser in self.lLosers if rank(iLoser) < iLowestWinnerRank])
			
		lPossibleInvites.extend(utils.getSortedList([iPlayer for iPlayer in range(iNumPlayers) if iPlayer not in lPossibleInvites], rank))
	
		self.lInvites = lPossibleInvites[:getNumInvitations()]
		
		lRemove = []
		for iLoopPlayer in self.lInvites:
			if not gc.getPlayer(iLoopPlayer).isAlive(): lRemove.append(iLoopPlayer)
			
		for iLoopPlayer in lRemove:
			self.lInvites.remove(iLoopPlayer)
		
		# Leoreth: America receives an invite if there are still claims in the west
		if iAmerica not in self.lInvites and not self.bPostWar and gc.getGame().getGameTurn() > tBirth[iAmerica]:
			lAmericanClaimCities = utils.getAreaCities(utils.getPlotList(tAmericanClaimsTL, tAmericanClaimsBR))
			if utils.satisfies(lAmericanClaimCities, lambda x: x.getOwner() != iAmerica):
				self.lInvites[len(self.lInvites)-1] = iAmerica
def startsGlobalWar(lAttackers, lDefenders):
	if len(lAttackers) < 2: return False
	if len(lDefenders) < 2: return False
	
	lWorldPowers = utils.getSortedList([i for i in range(iNumPlayers) if gc.getPlayer(i).isAlive() and not utils.isAVassal(i)], lambda iPlayer: gc.getTeam(iPlayer).getPower(True), True)
	
	iCount = len(lWorldPowers)/4
	lWorldPowers = lWorldPowers[:iCount]
	
	lParticipatingPowers = [iPlayer for iPlayer in lWorldPowers if iPlayer in lAttackers or iPlayer in lDefenders]
	
	return 2 * len(lParticipatingPowers) >= len(lWorldPowers)
def startsGlobalWar(lAttackers, lDefenders):
	if len(lAttackers) < 2: return False
	if len(lDefenders) < 2: return False
	
	lWorldPowers = utils.getSortedList([i for i in range(iNumPlayers) if gc.getPlayer(i).isAlive() and not utils.isAVassal(i)], lambda iPlayer: gc.getTeam(iPlayer).getPower(True), True)
	
	iCount = len(lWorldPowers)/4
	lWorldPowers = lWorldPowers[:iCount]
	
	lParticipatingPowers = [iPlayer for iPlayer in lWorldPowers if iPlayer in lAttackers or iPlayer in lDefenders]
	
	return 2 * len(lParticipatingPowers) >= len(lWorldPowers)
	def selectClaims(self, iPlayer):
		pPlayer = gc.getPlayer(iPlayer)
		iGameTurn = gc.getGame().getGameTurn()
		iNumPlayersAlive = gc.getGame().countCivPlayersAlive()
		lPlots = []
		
		for iLoopPlayer in range(iNumTotalPlayers+1):
			if iLoopPlayer == iPlayer: continue
			if not gc.getPlayer(iLoopPlayer).isAlive(): continue
			
			# after a war: winners can only claim from losers and vice versa
			if self.bPostWar:
				if iPlayer in self.lWinners and iLoopPlayer not in self.lLosers: continue
				if iPlayer in self.lLosers and iLoopPlayer not in self.lWinners: continue
				
			# AI civs: cannot claim cities from friends
			if utils.getHumanID() != iPlayer and pPlayer.AI_getAttitude(iLoopPlayer) >= AttitudeTypes.ATTITUDE_FRIENDLY: continue
			
			# recently born
			if iGameTurn < getTurnForYear(tBirth[iLoopPlayer]) + utils.getTurns(20): continue
			
			# recently resurrected
			if iGameTurn < pPlayer.getLatestRebellionTurn() + utils.getTurns(20): continue
			
			# recently reborn
			if utils.isReborn(iLoopPlayer) and tRebirth != -1 and iGameTurn < getTurnForYear(tRebirth[iLoopPlayer]) + utils.getTurns(20): continue
			
			# exclude master/vassal relationships
			if gc.getTeam(iPlayer).isVassal(iLoopPlayer): continue
			if gc.getTeam(iLoopPlayer).isVassal(iPlayer): continue
			
			# cannot demand cities while at war
			if gc.getTeam(iPlayer).isAtWar(iLoopPlayer): continue
			
			for city in utils.getCityList(iLoopPlayer):
				x, y = city.getX(), city.getY()
				plot = gc.getMap().plot(x, y)
				iSettlerMapValue = plot.getSettlerValue(iPlayer)
				iValue = 0
				
				if not plot.isRevealed(iPlayer, False): continue
				if city.isCapital(): continue
				
				# after a war: losers can only claim previously owned cities
				if self.bPostWar and iPlayer in self.lLosers:
					if city.getGameTurnPlayerLost(iPlayer) < gc.getGame().getGameTurn() - utils.getTurns(25): continue
				
				# city culture
				iTotalCulture = city.countTotalCultureTimes100()
				if iTotalCulture > 0:
					iCultureRatio = city.getCultureTimes100(iPlayer) * 100 / iTotalCulture
					if iCultureRatio > 20:
						if iLoopPlayer != iAmerica:
							iValue += iCultureRatio / 20
							
				# ever owned
				if city.isEverOwned(iPlayer):
					iValue += 3
						
				# own core
				if plot.isCore(iPlayer):
					iValue += 5
							
				# colonies
				if iPlayer in lCivGroups[0]:
					if iLoopPlayer >= iNumPlayers or (iLoopPlayer not in lCivGroups[0] and utils.getStabilityLevel(iLoopPlayer) < iStabilityShaky) or (iLoopPlayer in lCivGroups[0] and utils.getHumanID() != iLoopPlayer and pPlayer.AI_getAttitude(iLoopPlayer) < AttitudeTypes.ATTITUDE_PLEASED):
						if plot.getRegionID() not in lEurope and plot.getRegionID() not in lMiddleEast:
							if iSettlerMapValue > 90:
								iValue += max(1, iSettlerMapValue / 100)
									
				# weaker and collapsing empires
				if iLoopPlayer < iNumPlayers:
					if gc.getGame().getPlayerRank(iLoopPlayer) > iNumPlayersAlive / 2 and gc.getGame().getPlayerRank(iLoopPlayer) < iNumPlayersAlive / 2:
						if data.players[iLoopPlayer].iStabilityLevel == iStabilityCollapsing:
							if iSettlerMapValue >= 90:
								iValue += max(1, iSettlerMapValue / 100)
									
				# close to own empire
				closestCity = gc.getMap().findCity(x, y, iPlayer, TeamTypes.NO_TEAM, False, False, TeamTypes.NO_TEAM, DirectionTypes.NO_DIRECTION, city)
				iDistance = stepDistance(x, y, closestCity.getX(), closestCity.getY())
				if iDistance < 5:
					iValue += 5-iDistance
					
				# after war: war targets
				if self.bPostWar:
					iValue += plot.getWarValue(iPlayer) / 2
					
				# AI America receives extra value for claims in the west
				if iPlayer == iAmerica and utils.getHumanID() != iPlayer:
					if utils.isPlotInArea((x, y), tAmericanClaimsTL, tAmericanClaimsBR):
						iValue += 5
						
				# help AI Australia gain Australia
				if iPlayer == iAustralia and utils.getHumanID() != iPlayer:
					if utils.isPlotInArea((x, y), tAustraliaTL, tAustraliaBR):
						iValue += 5
						
				# help Canada gain Labrador and Newfoundland
				if iPlayer == iCanada:
					if utils.isPlotInArea((x, y), tNewfoundlandTL, tNewfoundlandBR):
						iValue += 5
					
				if iValue > 0:
					lPlots.append((x, y, iValue))
		
		# extra spots for colonial civs -> will be settled
		# not available after wars because these congresses are supposed to reassign cities
		if iPlayer in lCivGroups[0] and not self.bPostWar:
			for (x, y) in utils.getWorldPlotsList():
				if utils.getHumanID() == iPlayer and not plot.isRevealed(iPlayer, False): continue
				plot = gc.getMap().plot(x, y)
				if not plot.isCity() and not plot.isPeak() and not plot.isWater() and pPlayer.canFound(x, y):
					if plot.getRegionID() in [rWestAfrica, rSouthAfrica, rEthiopia] or (plot.getRegionID() == [rAustralia, rOceania] and gc.getGame().getGameTurn() < tBirth[iAustralia]) or (plot.getRegionID() == rSouthAfrica and gc.getGame().getGameTurn() < tBirth[iBoers]):
						iSettlerMapValue = plot.getSettlerValue(iPlayer)
						if iSettlerMapValue >= 90 and cnm.getFoundName(iPlayer, (x, y)):
							closestCity = gc.getMap().findCity(x, y, PlayerTypes.NO_PLAYER, TeamTypes.NO_TEAM, False, False, TeamTypes.NO_TEAM, DirectionTypes.NO_DIRECTION, CyCity())
							if stepDistance(x, y, closestCity.getX(), closestCity.getY()) > 2:
								lPlots.append((x, y, max(1, iSettlerMapValue / 100 - 1)))
						
		lPlots = utils.getSortedList(lPlots, lambda x: x[2] + gc.getGame().getSorenRandNum(3, 'Randomize city value'), True)
		return lPlots[:10]
	def getHighestRankedPlayers(self, lPlayers, iNumPlayers):
		lSortedPlayers = utils.getSortedList(lPlayers, lambda x: gc.getGame().getPlayerRank(x))
		return lSortedPlayers[:iNumPlayers]
	def selectClaims(self, iPlayer):
		pPlayer = gc.getPlayer(iPlayer)
		iGameTurn = gc.getGame().getGameTurn()
		iNumPlayersAlive = gc.getGame().countCivPlayersAlive()
		lPlots = []
		
		for iLoopPlayer in range(iNumTotalPlayers+1):
			if iLoopPlayer == iPlayer: continue
			if not gc.getPlayer(iLoopPlayer).isAlive(): continue
			
			# after a war: winners can only claim from losers and vice versa
			if self.bPostWar:
				if iPlayer in self.lWinners and iLoopPlayer not in self.lLosers: continue
				if iPlayer in self.lLosers and iLoopPlayer not in self.lWinners: continue
				
			# AI civs: cannot claim cities from friends
			if utils.getHumanID() != iPlayer and pPlayer.AI_getAttitude(iLoopPlayer) >= AttitudeTypes.ATTITUDE_FRIENDLY: continue
			
			# recently born
			if iGameTurn < getTurnForYear(tBirth[iLoopPlayer]) + utils.getTurns(20): continue
			
			# recently resurrected
			if iGameTurn < pPlayer.getLatestRebellionTurn() + utils.getTurns(20): continue
			
			# recently reborn
			if utils.isReborn(iLoopPlayer) and tRebirth != -1 and iGameTurn < getTurnForYear(tRebirth[iLoopPlayer]) + utils.getTurns(20): continue
			
			# exclude master/vassal relationships
			if gc.getTeam(iPlayer).isVassal(iLoopPlayer): continue
			if gc.getTeam(iLoopPlayer).isVassal(iPlayer): continue
			
			# cannot demand cities while at war
			if gc.getTeam(iPlayer).isAtWar(iLoopPlayer): continue
			
			for city in utils.getCityList(iLoopPlayer):
				x, y = city.getX(), city.getY()
				plot = gc.getMap().plot(x, y)
				iSettlerMapValue = plot.getSettlerValue(iPlayer)
				iValue = 0
				
				if not plot.isRevealed(iPlayer, False): continue
				if city.isCapital(): continue
				
				# after a war: losers can only claim previously owned cities
				if self.bPostWar and iPlayer in self.lLosers:
					if city.getGameTurnPlayerLost(iPlayer) < gc.getGame().getGameTurn() - utils.getTurns(25): continue
				
				# city culture
				iTotalCulture = city.countTotalCultureTimes100()
				if iTotalCulture > 0:
					iCultureRatio = city.getCultureTimes100(iPlayer) * 100 / iTotalCulture
					if iCultureRatio > 20:
						if iLoopPlayer != iAmerica:
							iValue += iCultureRatio / 20
							
				# ever owned
				if city.isEverOwned(iPlayer):
					iValue += 3
						
				# own core
				if plot.isCore(iPlayer):
					iValue += 5
							
				# colonies
				if iPlayer in lCivGroups[0]:
					if iLoopPlayer >= iNumPlayers or (iLoopPlayer not in lCivGroups[0] and utils.getStabilityLevel(iLoopPlayer) < iStabilityShaky) or (iLoopPlayer in lCivGroups[0] and utils.getHumanID() != iLoopPlayer and pPlayer.AI_getAttitude(iLoopPlayer) < AttitudeTypes.ATTITUDE_PLEASED):
						if plot.getRegionID() not in lEurope and plot.getRegionID() not in lMiddleEast:
							if iSettlerMapValue > 90:
								iValue += max(1, iSettlerMapValue / 100)
									
				# weaker and collapsing empires
				if iLoopPlayer < iNumPlayers:
					if gc.getGame().getPlayerRank(iLoopPlayer) > iNumPlayersAlive / 2 and gc.getGame().getPlayerRank(iLoopPlayer) < iNumPlayersAlive / 2:
						if data.players[iLoopPlayer].iStabilityLevel == iStabilityCollapsing:
							if iSettlerMapValue >= 90:
								iValue += max(1, iSettlerMapValue / 100)
									
				# close to own empire
				closestCity = gc.getMap().findCity(x, y, iPlayer, TeamTypes.NO_TEAM, False, False, TeamTypes.NO_TEAM, DirectionTypes.NO_DIRECTION, city)
				iDistance = stepDistance(x, y, closestCity.getX(), closestCity.getY())
				if iDistance < 5:
					iValue += 5-iDistance
					
				# after war: war targets
				if self.bPostWar:
					iValue += plot.getWarValue(iPlayer) / 2
					
				# AI America receives extra value for claims in the west
				if iPlayer == iAmerica and utils.getHumanID() != iPlayer:
					if utils.isPlotInArea((x, y), tAmericanClaimsTL, tAmericanClaimsBR):
						iValue += 5
						
				# help Canada gain Labrador and Newfoundland
				if iPlayer == iCanada:
					if utils.isPlotInArea((x, y), tNewfoundlandTL, tNewfoundlandBR):
						iValue += 5
					
				if iValue > 0:
					lPlots.append((x, y, iValue))
		
		# extra spots for colonial civs -> will be settled
		# not available after wars because these congresses are supposed to reassign cities
		if iPlayer in lCivGroups[0] and not self.bPostWar:
			for (x, y) in utils.getWorldPlotsList():
				if utils.getHumanID() == iPlayer and not plot.isRevealed(iPlayer, False): continue
				plot = gc.getMap().plot(x, y)
				if not plot.isCity() and not plot.isPeak() and not plot.isWater() and pPlayer.canFound(x, y):
					if plot.getRegionID() in [rWestAfrica, rSouthAfrica, rEthiopia, rAustralia, rOceania]:
						iSettlerMapValue = plot.getSettlerValue(iPlayer)
						if iSettlerMapValue >= 90 and cnm.getFoundName(iPlayer, (x, y)):
							closestCity = gc.getMap().findCity(x, y, PlayerTypes.NO_PLAYER, TeamTypes.NO_TEAM, False, False, TeamTypes.NO_TEAM, DirectionTypes.NO_DIRECTION, CyCity())
							if stepDistance(x, y, closestCity.getX(), closestCity.getY()) > 2:
								lPlots.append((x, y, max(1, iSettlerMapValue / 100 - 1)))
						
		lPlots = utils.getSortedList(lPlots, lambda x: x[2] + gc.getGame().getSorenRandNum(3, 'Randomize city value'), True)
		return lPlots[:10]
	def getHighestRankedPlayers(self, lPlayers, iNumPlayers):
		lSortedPlayers = utils.getSortedList(lPlayers, lambda x: gc.getGame().getPlayerRank(x))
		return lSortedPlayers[:iNumPlayers]