예제 #1
0
def _revise_threat_factor(
    threat_factor: float,
    planet_value: float,
    system_id: int,
    min_planet_value: float = MINIMUM_COLONY_SCORE,
) -> float:
    """
    Check if the threat_factor should be made less severe.

    If the AI does have enough total military to secure this system, and the target has more than minimal value,
    don't let the threat_factor discount the adjusted value below min_planet_value +1, so that if there are no
    other targets the AI could still pursue this one.  Otherwise, scoring pressure from
    MilitaryAI.get_preferred_max_military_portion_for_single_battle might prevent the AI from pursuing a heavily
    defended but still obtainable target even if it has no softer locations available.

    :param threat_factor: the base threat factor
    :param planet_value: the planet score
    :param system_id: the system ID of subject planet
    :param min_planet_value: a floor planet value if the AI has enough military to secure the system
    :return: the (potentially) revised threat_factor
    """

    # the default value below for fleetThreat shouldn't come in to play, but is just to be absolutely sure we don't
    # send colony ships into some system for which we have not evaluated fleetThreat
    system_status = get_aistate().systemStatus.get(system_id, {})
    system_fleet_treat = system_status.get("fleetThreat", 1000)
    # TODO: consider taking area threat into account here.  Arguments can be made both ways, see discussion in PR2069
    sys_total_threat = system_fleet_treat + system_status.get(
        "monsterThreat", 0) + system_status.get("planetThreat", 0)
    if (MilitaryAI.get_concentrated_tot_mil_rating() >
            sys_total_threat) and (planet_value > 2 * min_planet_value):
        threat_factor = max(threat_factor,
                            (min_planet_value + 1) / planet_value)
    return threat_factor
예제 #2
0
def _determine_colony_threat_factor(planet_id, spec_name, existing_presence):
    universe = fo.getUniverse()
    planet = universe.getPlanet(planet_id)
    if not planet:  # should have been checked previously, but belt-and-suspenders
        error("Can't retrieve planet ID %d" % planet_id)
        return 0
    sys_status = get_aistate().systemStatus.get(planet.systemID, {})
    cur_best_mil_ship_rating = max(MilitaryAI.cur_best_mil_ship_rating(),
                                   0.001)
    local_defenses = sys_status.get("all_local_defenses", 0)
    local_threat = sys_status.get("fleetThreat", 0) + sys_status.get(
        "monsterThreat", 0)
    neighbor_threat = sys_status.get("neighborThreat", 0)
    jump2_threat = 0.6 * max(
        0,
        sys_status.get("jump2_threat", 0) -
        sys_status.get("my_neighbor_rating", 0))
    area_threat = neighbor_threat + jump2_threat
    area_threat *= 2.0 / (
        existing_presence + 2
    )  # once we have a foothold be less scared off by area threats
    # TODO: evaluate detectability by specific source of area threat, also consider if the subject AI already has
    # researched techs that would grant a stealth bonus
    local_enemies = sys_status.get("enemies_nearly_supplied", [])
    # could more conservatively base detection on get_aistate().misc.get("observed_empires")
    if not EspionageAI.colony_detectable_by_empire(
            planet_id, spec_name, empire=local_enemies, default_result=True):
        area_threat *= 0.05
    net_threat = max(0, local_threat + area_threat - local_defenses)
    # even if our military has lost all warships, rate planets as if we have at least one
    reference_rating = max(
        cur_best_mil_ship_rating,
        MilitaryAI.get_preferred_max_military_portion_for_single_battle() *
        MilitaryAI.get_concentrated_tot_mil_rating(),
    )
    threat_factor = min(1.0, reference_rating / (net_threat + 0.001))**2
    if threat_factor < 0.5:
        mil_ref_string = "Military rating reference: %.1f" % reference_rating
        debug(
            "Significant threat discounting %2d%% at %s, local defense: %.1f, local threat %.1f, area threat %.1f"
            % (100 * (1 - threat_factor), planet.name, local_defenses,
               local_threat, area_threat) + mil_ref_string)
    return threat_factor
예제 #3
0
def evaluate_invasion_planet(planet_id):
    """Return the invasion value (score, troops) of a planet."""
    universe = fo.getUniverse()
    empire_id = fo.empireID()
    detail = []

    planet = universe.getPlanet(planet_id)
    if planet is None:
        debug("Invasion AI couldn't access any info for planet id %d" %
              planet_id)
        return [0, 0]

    system_id = planet.systemID

    # by using the following instead of simply relying on stealth meter reading,
    # can (sometimes) plan ahead even if planet is temporarily shrouded by an ion storm
    predicted_detectable = EspionageAI.colony_detectable_by_empire(
        planet_id, empire=fo.empireID(), default_result=False)
    if not predicted_detectable:
        if get_partial_visibility_turn(planet_id) < fo.currentTurn():
            debug("InvasionAI predicts planet id %d to be stealthed" %
                  planet_id)
            return [0, 0]
        else:
            debug(
                "InvasionAI predicts planet id %d to be stealthed" %
                planet_id +
                ", but somehow have current visibility anyway, will still consider as target"
            )

    # Check if the target planet was extra-stealthed somehow its system was last viewed
    # this test below may augment the tests above,
    # but can be thrown off by temporary combat-related sighting
    system_last_seen = get_partial_visibility_turn(planet_id)
    planet_last_seen = get_partial_visibility_turn(system_id)
    if planet_last_seen < system_last_seen:
        # TODO: track detection strength, order new scouting when it goes up
        debug(
            "Invasion AI considering planet id %d (stealthed at last view), still proceeding."
            % planet_id)

    # get a baseline evaluation of the planet as determined by ColonisationAI
    species_name = planet.speciesName
    species = fo.getSpecies(species_name)
    empire_research_list = tuple(element.tech
                                 for element in fo.getEmpire().researchQueue)
    if not species or AIDependencies.TAG_DESTROYED_ON_CONQUEST in species.tags:
        # this call iterates over this Empire's available species with which it could colonize after an invasion
        planet_eval = ColonisationAI.assign_colonisation_values(
            [planet_id], MissionType.INVASION, None, detail)
        colony_base_value = max(
            0.75 * planet_eval.get(planet_id, [0])[0],
            calculate_planet_colonization_rating.
            calculate_planet_colonization_rating(
                planet_id=planet_id,
                mission_type=MissionType.OUTPOST,
                spec_name=None,
                detail=detail,
                empire_research_list=empire_research_list,
            ),
        )
    else:
        colony_base_value = calculate_planet_colonization_rating.calculate_planet_colonization_rating(
            planet_id=planet_id,
            mission_type=MissionType.INVASION,
            spec_name=species_name,
            detail=detail,
            empire_research_list=empire_research_list,
        )

    # Add extra score for all buildings on the planet
    building_values = {
        "BLD_IMPERIAL_PALACE": 1000,
        "BLD_CULTURE_ARCHIVES": 1000,
        "BLD_AUTO_HISTORY_ANALYSER": 100,
        "BLD_SHIPYARD_BASE": 100,
        "BLD_SHIPYARD_ORG_ORB_INC": 200,
        "BLD_SHIPYARD_ORG_XENO_FAC": 200,
        "BLD_SHIPYARD_ORG_CELL_GRO_CHAMB": 200,
        "BLD_SHIPYARD_CON_NANOROBO": 300,
        "BLD_SHIPYARD_CON_GEOINT": 400,
        "BLD_SHIPYARD_CON_ADV_ENGINE": 1000,
        "BLD_SHIPYARD_AST": 300,
        "BLD_SHIPYARD_AST_REF": 1000,
        "BLD_SHIPYARD_ENRG_SOLAR": 1500,
        "BLD_INDUSTRY_CENTER": 500,
        "BLD_GAS_GIANT_GEN": 200,
        "BLD_SOL_ORB_GEN": 800,
        "BLD_BLACK_HOLE_POW_GEN": 2000,
        "BLD_ENCLAVE_VOID": 500,
        "BLD_NEUTRONIUM_EXTRACTOR": 2000,
        "BLD_NEUTRONIUM_SYNTH": 2000,
        "BLD_NEUTRONIUM_FORGE": 1000,
        "BLD_CONC_CAMP": 100,
        "BLD_BIOTERROR_PROJECTOR": 1000,
        "BLD_SHIPYARD_ENRG_COMP": 3000,
    }
    bld_tally = 0
    for bldType in [
            universe.getBuilding(bldg).buildingTypeName
            for bldg in planet.buildingIDs
    ]:
        bval = building_values.get(bldType, 50)
        bld_tally += bval
        detail.append("%s: %d" % (bldType, bval))

    # Add extra score for unlocked techs when we conquer the species
    tech_tally = 0
    value_per_pp = 4
    for unlocked_tech in AIDependencies.SPECIES_TECH_UNLOCKS.get(
            species_name, []):
        if not tech_is_complete(unlocked_tech):
            rp_cost = fo.getTech(unlocked_tech).researchCost(empire_id)
            tech_value = value_per_pp * rp_cost
            tech_tally += tech_value
            detail.append("%s: %d" % (unlocked_tech, tech_value))

    least_jumps_path, max_jumps = _get_path_from_capital(planet)
    clear_path = True

    aistate = get_aistate()
    system_status = aistate.systemStatus.get(system_id, {})
    system_fleet_treat = system_status.get("fleetThreat", 1000)
    system_monster_threat = system_status.get("monsterThreat", 0)
    sys_total_threat = system_fleet_treat + system_monster_threat + system_status.get(
        "planetThreat", 0)
    max_path_threat = system_fleet_treat
    mil_ship_rating = MilitaryAI.cur_best_mil_ship_rating()
    for path_sys_id in least_jumps_path:
        path_leg_status = aistate.systemStatus.get(path_sys_id, {})
        path_leg_threat = path_leg_status.get(
            "fleetThreat", 1000) + path_leg_status.get("monsterThreat", 0)
        if path_leg_threat > 0.5 * mil_ship_rating:
            clear_path = False
            if path_leg_threat > max_path_threat:
                max_path_threat = path_leg_threat

    pop = planet.currentMeterValue(fo.meterType.population)
    target_pop = planet.currentMeterValue(fo.meterType.targetPopulation)
    troops = planet.currentMeterValue(fo.meterType.troops)
    troop_regen = planet.currentMeterValue(
        fo.meterType.troops) - planet.initialMeterValue(fo.meterType.troops)
    max_troops = planet.currentMeterValue(fo.meterType.maxTroops)
    # TODO: refactor troop determination into function for use in mid-mission updates and also consider defender techs
    max_troops += AIDependencies.TROOPS_PER_POP * (target_pop - pop)

    this_system = universe.getSystem(system_id)
    secure_targets = [system_id] + list(this_system.planetIDs)
    system_secured = False

    secure_fleets = get_aistate().get_fleet_missions_with_any_mission_types(
        [MissionType.SECURE, MissionType.MILITARY])
    for mission in secure_fleets:
        secure_fleet_id = mission.fleet.id
        s_fleet = universe.getFleet(secure_fleet_id)
        if not s_fleet or s_fleet.systemID != system_id:
            continue
        if mission.type in [MissionType.SECURE, MissionType.MILITARY]:
            target_obj = mission.target.get_object()
            if target_obj is not None and target_obj.id in secure_targets:
                system_secured = True
                break
    system_secured = system_secured and system_status.get("myFleetRating", 0)
    debug(
        "Invasion eval of %s\n"
        " - maxShields: %.1f\n"
        " - sysFleetThreat: %.1f\n"
        " - sysMonsterThreat: %.1f",
        planet,
        planet.currentMeterValue(fo.meterType.maxShield),
        system_fleet_treat,
        system_monster_threat,
    )
    enemy_val = 0
    if planet.owner != -1:  # value in taking this away from an enemy
        enemy_val = 20 * (
            planet.currentMeterValue(fo.meterType.targetIndustry) +
            2 * planet.currentMeterValue(fo.meterType.targetResearch))

    # devalue invasions that would require too much military force
    preferred_max_portion = MilitaryAI.get_preferred_max_military_portion_for_single_battle(
    )
    total_max_mil_rating = MilitaryAI.get_concentrated_tot_mil_rating()
    threat_exponent = 2  # TODO: make this a character trait; higher aggression with a lower exponent
    threat_factor = min(
        1, preferred_max_portion * total_max_mil_rating /
        (sys_total_threat + 0.001))**threat_exponent

    design_id, _, locs = get_best_ship_info(PriorityType.PRODUCTION_INVASION)
    if not locs or not universe.getPlanet(locs[0]):
        # We are in trouble anyway, so just calculate whatever approximation...
        build_time = 4
        planned_troops = troops if system_secured else min(
            troops + troop_regen * (max_jumps + build_time), max_troops)
        planned_troops += 0.01  # we must attack with more troops than there are defenders
        troop_cost = math.ceil((planned_troops + _TROOPS_SAFETY_MARGIN) /
                               6.0) * 20 * FleetUtilsAI.get_fleet_upkeep()
    else:
        loc = locs[0]
        species_here = universe.getPlanet(loc).speciesName
        design = fo.getShipDesign(design_id)
        cost_per_ship = design.productionCost(empire_id, loc)
        build_time = design.productionTime(empire_id, loc)
        troops_per_ship = CombatRatingsAI.weight_attack_troops(
            design.troopCapacity,
            get_species_tag_grade(species_here, Tags.ATTACKTROOPS))
        planned_troops = troops if system_secured else min(
            troops + troop_regen * (max_jumps + build_time), max_troops)
        planned_troops += 0.01  # we must attack with more troops than there are defenders
        ships_needed = math.ceil(
            (planned_troops + _TROOPS_SAFETY_MARGIN) / float(troops_per_ship))
        troop_cost = ships_needed * cost_per_ship  # fleet upkeep is already included in query from server

    # apply some bias to expensive operations
    normalized_cost = float(troop_cost) / max(fo.getEmpire().productionPoints,
                                              1)
    normalized_cost = max(1.0, normalized_cost)
    cost_score = (normalized_cost**2 / 50.0) * troop_cost

    base_score = colony_base_value + bld_tally + tech_tally + enemy_val - cost_score
    # If the AI does have enough total military to attack this target, and the target is more than minimally valuable,
    # don't let the threat_factor discount the adjusted value below MIN_INVASION_SCORE +1, so that if there are no
    # other targets the AI could still pursue this one.  Otherwise, scoring pressure from
    # MilitaryAI.get_preferred_max_military_portion_for_single_battle might prevent the AI from attacking heavily
    # defended but still defeatable targets even if it has no softer targets available.
    if total_max_mil_rating > sys_total_threat and base_score > 2 * MIN_INVASION_SCORE:
        threat_factor = max(threat_factor,
                            (MIN_INVASION_SCORE + 1) / base_score)
    planet_score = retaliation_risk_factor(planet.owner) * threat_factor * max(
        0, base_score)
    if clear_path:
        planet_score *= 1.5
    debug(
        " - planet score: %.2f\n"
        " - planned troops: %.2f\n"
        " - projected troop cost: %.1f\n"
        " - threat factor: %s\n"
        " - planet detail: %s\n"
        " - popval: %.1f\n"
        " - bldval: %s\n"
        " - enemyval: %s",
        planet_score,
        planned_troops,
        troop_cost,
        threat_factor,
        detail,
        colony_base_value,
        bld_tally,
        enemy_val,
    )
    debug(" - system secured: %s" % system_secured)
    return [planet_score, planned_troops]
예제 #4
0
def evaluate_invasion_planet(planet_id, secure_fleet_missions, verbose=True):
    """Return the invasion value (score, troops) of a planet."""
    universe = fo.getUniverse()
    empire_id = fo.empireID()
    detail = []

    planet = universe.getPlanet(planet_id)
    if planet is None:
        debug("Invasion AI couldn't access any info for planet id %d" % planet_id)
        return [0, 0]

    system_id = planet.systemID

    # by using the following instead of simply relying on stealth meter reading, can (sometimes) plan ahead even if
    # planet is temporarily shrouded by an ion storm
    predicted_detectable = EspionageAI.colony_detectable_by_empire(planet_id, empire=fo.empireID(),
                                                                   default_result=False)
    if not predicted_detectable:
        if get_partial_visibility_turn(planet_id) < fo.currentTurn():
            debug("InvasionAI predicts planet id %d to be stealthed" % planet_id)
            return [0, 0]
        else:
            debug("InvasionAI predicts planet id %d to be stealthed" % planet_id +
                  ", but somehow have current visibity anyway, will still consider as target")

    # Check if the target planet was extra-stealthed somehow its system was last viewed
    # this test below may augment the tests above, but can be thrown off by temporary combat-related sighting
    system_last_seen = get_partial_visibility_turn(planet_id)
    planet_last_seen = get_partial_visibility_turn(system_id)
    if planet_last_seen < system_last_seen:
        # TODO: track detection strength, order new scouting when it goes up
        debug("Invasion AI considering planet id %d (stealthed at last view), still proceeding." % planet_id)

    # get a baseline evaluation of the planet as determined by ColonisationAI
    species_name = planet.speciesName
    species = fo.getSpecies(species_name)
    if not species or AIDependencies.TAG_DESTROYED_ON_CONQUEST in species.tags:
        # this call iterates over this Empire's available species with which it could colonize after an invasion
        planet_eval = ColonisationAI.assign_colonisation_values([planet_id], MissionType.INVASION, None, detail)
        colony_base_value = max(0.75 * planet_eval.get(planet_id, [0])[0],
                                ColonisationAI.evaluate_planet(planet_id, MissionType.OUTPOST, None, detail))
    else:
        colony_base_value = ColonisationAI.evaluate_planet(planet_id, MissionType.INVASION, species_name, detail)

    # Add extra score for all buildings on the planet
    building_values = {"BLD_IMPERIAL_PALACE": 1000,
                       "BLD_CULTURE_ARCHIVES": 1000,
                       "BLD_AUTO_HISTORY_ANALYSER": 100,
                       "BLD_SHIPYARD_BASE": 100,
                       "BLD_SHIPYARD_ORG_ORB_INC": 200,
                       "BLD_SHIPYARD_ORG_XENO_FAC": 200,
                       "BLD_SHIPYARD_ORG_CELL_GRO_CHAMB": 200,
                       "BLD_SHIPYARD_CON_NANOROBO": 300,
                       "BLD_SHIPYARD_CON_GEOINT": 400,
                       "BLD_SHIPYARD_CON_ADV_ENGINE": 1000,
                       "BLD_SHIPYARD_AST": 300,
                       "BLD_SHIPYARD_AST_REF": 1000,
                       "BLD_SHIPYARD_ENRG_SOLAR": 1500,
                       "BLD_INDUSTRY_CENTER": 500,
                       "BLD_GAS_GIANT_GEN": 200,
                       "BLD_SOL_ORB_GEN": 800,
                       "BLD_BLACK_HOLE_POW_GEN": 2000,
                       "BLD_ENCLAVE_VOID": 500,
                       "BLD_NEUTRONIUM_EXTRACTOR": 2000,
                       "BLD_NEUTRONIUM_SYNTH": 2000,
                       "BLD_NEUTRONIUM_FORGE": 1000,
                       "BLD_CONC_CAMP": 100,
                       "BLD_BIOTERROR_PROJECTOR": 1000,
                       "BLD_SHIPYARD_ENRG_COMP": 3000,
                       }
    bld_tally = 0
    for bldType in [universe.getBuilding(bldg).buildingTypeName for bldg in planet.buildingIDs]:
        bval = building_values.get(bldType, 50)
        bld_tally += bval
        detail.append("%s: %d" % (bldType, bval))

    # Add extra score for unlocked techs when we conquer the species
    tech_tally = 0
    value_per_pp = 4
    for unlocked_tech in AIDependencies.SPECIES_TECH_UNLOCKS.get(species_name, []):
        if not tech_is_complete(unlocked_tech):
            rp_cost = fo.getTech(unlocked_tech).researchCost(empire_id)
            tech_value = value_per_pp * rp_cost
            tech_tally += tech_value
            detail.append("%s: %d" % (unlocked_tech, tech_value))

    max_jumps = 8
    capitol_id = PlanetUtilsAI.get_capital()
    least_jumps_path = []
    clear_path = True
    if capitol_id:
        homeworld = universe.getPlanet(capitol_id)
        if homeworld and homeworld.systemID != INVALID_ID and system_id != INVALID_ID:
            least_jumps_path = list(universe.leastJumpsPath(homeworld.systemID, system_id, empire_id))
            max_jumps = len(least_jumps_path)
    aistate = get_aistate()
    system_status = aistate.systemStatus.get(system_id, {})
    system_fleet_treat = system_status.get('fleetThreat', 1000)
    system_monster_threat = system_status.get('monsterThreat', 0)
    sys_total_threat = system_fleet_treat + system_monster_threat + system_status.get('planetThreat', 0)
    max_path_threat = system_fleet_treat
    mil_ship_rating = MilitaryAI.cur_best_mil_ship_rating()
    for path_sys_id in least_jumps_path:
        path_leg_status = aistate.systemStatus.get(path_sys_id, {})
        path_leg_threat = path_leg_status.get('fleetThreat', 1000) + path_leg_status.get('monsterThreat', 0)
        if path_leg_threat > 0.5 * mil_ship_rating:
            clear_path = False
            if path_leg_threat > max_path_threat:
                max_path_threat = path_leg_threat

    pop = planet.currentMeterValue(fo.meterType.population)
    target_pop = planet.currentMeterValue(fo.meterType.targetPopulation)
    troops = planet.currentMeterValue(fo.meterType.troops)
    troop_regen = planet.currentMeterValue(fo.meterType.troops) - planet.initialMeterValue(fo.meterType.troops)
    max_troops = planet.currentMeterValue(fo.meterType.maxTroops)
    # TODO: refactor troop determination into function for use in mid-mission updates and also consider defender techs
    max_troops += AIDependencies.TROOPS_PER_POP * (target_pop - pop)

    this_system = universe.getSystem(system_id)
    secure_targets = [system_id] + list(this_system.planetIDs)
    system_secured = False
    for mission in secure_fleet_missions:
        if system_secured:
            break
        secure_fleet_id = mission.fleet.id
        s_fleet = universe.getFleet(secure_fleet_id)
        if not s_fleet or s_fleet.systemID != system_id:
            continue
        if mission.type in [MissionType.SECURE, MissionType.MILITARY]:
            target_obj = mission.target.get_object()
            if target_obj is not None and target_obj.id in secure_targets:
                system_secured = True
                break
    system_secured = system_secured and system_status.get('myFleetRating', 0)

    if verbose:
        debug("Invasion eval of %s\n"
              " - maxShields: %.1f\n"
              " - sysFleetThreat: %.1f\n"
              " - sysMonsterThreat: %.1f",
              planet, planet.currentMeterValue(fo.meterType.maxShield), system_fleet_treat, system_monster_threat)
    enemy_val = 0
    if planet.owner != -1:  # value in taking this away from an enemy
        enemy_val = 20 * (planet.currentMeterValue(fo.meterType.targetIndustry) +
                          2*planet.currentMeterValue(fo.meterType.targetResearch))

    # devalue invasions that would require too much military force
    preferred_max_portion = MilitaryAI.get_preferred_max_military_portion_for_single_battle()
    total_max_mil_rating = MilitaryAI.get_concentrated_tot_mil_rating()
    threat_exponent = 2  # TODO: make this a character trait; higher aggression with a lower exponent
    threat_factor = min(1, preferred_max_portion * total_max_mil_rating/(sys_total_threat+0.001))**threat_exponent

    design_id, _, locs = ProductionAI.get_best_ship_info(PriorityType.PRODUCTION_INVASION)
    if not locs or not universe.getPlanet(locs[0]):
        # We are in trouble anyway, so just calculate whatever approximation...
        build_time = 4
        planned_troops = troops if system_secured else min(troops + troop_regen*(max_jumps + build_time), max_troops)
        planned_troops += .01  # we must attack with more troops than there are defenders
        troop_cost = math.ceil((planned_troops+_TROOPS_SAFETY_MARGIN) / 6.0) * 20 * FleetUtilsAI.get_fleet_upkeep()
    else:
        loc = locs[0]
        species_here = universe.getPlanet(loc).speciesName
        design = fo.getShipDesign(design_id)
        cost_per_ship = design.productionCost(empire_id, loc)
        build_time = design.productionTime(empire_id, loc)
        troops_per_ship = CombatRatingsAI.weight_attack_troops(design.troopCapacity,
                                                               CombatRatingsAI.get_species_troops_grade(species_here))
        planned_troops = troops if system_secured else min(troops + troop_regen*(max_jumps + build_time), max_troops)
        planned_troops += .01  # we must attack with more troops than there are defenders
        ships_needed = math.ceil((planned_troops+_TROOPS_SAFETY_MARGIN) / float(troops_per_ship))
        troop_cost = ships_needed * cost_per_ship  # fleet upkeep is already included in query from server

    # apply some bias to expensive operations
    normalized_cost = float(troop_cost) / max(fo.getEmpire().productionPoints, 1)
    normalized_cost = max(1., normalized_cost)
    cost_score = (normalized_cost**2 / 50.0) * troop_cost

    base_score = colony_base_value + bld_tally + tech_tally + enemy_val - cost_score
    # If the AI does have enough total miltary to attack this target, and the target is more than minimally valuable,
    # don't let the threat_factor discount the adjusted value below MIN_INVASION_SCORE +1, so that if there are no
    # other targets the AI could still pursue this one.  Otherwise, scoring pressure from
    # MilitaryAI.get_preferred_max_military_portion_for_single_battle might prevent the AI from attacking heavily
    # defended but still defeatable targets even if it has no softer targets available.
    if total_max_mil_rating > sys_total_threat and base_score > 2 * MIN_INVASION_SCORE:
        threat_factor = max(threat_factor, (MIN_INVASION_SCORE + 1)/base_score)
    planet_score = retaliation_risk_factor(planet.owner) * threat_factor * max(0, base_score)
    if clear_path:
        planet_score *= 1.5
    if verbose:
        debug(' - planet score: %.2f\n'
              ' - planned troops: %.2f\n'
              ' - projected troop cost: %.1f\n'
              ' - threat factor: %s\n'
              ' - planet detail: %s\n'
              ' - popval: %.1f\n'
              ' - bldval: %s\n'
              ' - enemyval: %s',
              planet_score, planned_troops, troop_cost, threat_factor, detail, colony_base_value, bld_tally, enemy_val)
        debug(' - system secured: %s' % system_secured)
    return [planet_score, planned_troops]