/// Get the amount of gold granted by connecting the city
int CvTreasury::GetCityConnectionRouteGoldTimes100(CvCity* pNonCapitalCity) const
{
	CvCity* pCapitalCity = m_pPlayer->getCapitalCity();
	if(!pNonCapitalCity || pNonCapitalCity == pCapitalCity || pCapitalCity == NULL)
	{
		return 0;
	}

	int iGold = 0;

	int iTradeRouteBaseGold = /*100*/ GC.getTRADE_ROUTE_BASE_GOLD();
	int iTradeRouteCapitalGoldMultiplier = /*0*/ GC.getTRADE_ROUTE_CAPITAL_POP_GOLD_MULTIPLIER();
	int iTradeRouteCityGoldMultiplier = /*125*/ GC.getTRADE_ROUTE_CITY_POP_GOLD_MULTIPLIER();

	iGold += iTradeRouteBaseGold;	// Base Gold: 0
	iGold += (pCapitalCity->getPopulation() * iTradeRouteCapitalGoldMultiplier);	// Capital Multiplier
	iGold += (pNonCapitalCity->getPopulation() * iTradeRouteCityGoldMultiplier);	// City Multiplier
	iGold += GetCityConnectionTradeRouteGoldChange() * 100;

	if(GetCityConnectionTradeRouteGoldModifier() != 0)
	{
		iGold *= (100 + GetCityConnectionTradeRouteGoldModifier());
		iGold /= 100;
	}

	return iGold;
}
// What are our gold maintenance costs because of Vassals?
int CvTreasury::GetVassalGoldMaintenance() const
{
	int iRtnValue = 0;
	// We have a vassal
	for(int iI = 0; iI < MAX_MAJOR_CIVS; iI++)
	{
		if(!GET_PLAYER((PlayerTypes)iI).isMinorCiv()
			&& !GET_PLAYER((PlayerTypes)iI).isBarbarian()
			&& GET_PLAYER((PlayerTypes)iI).isAlive())
		{
			int iLoop, iCityPop;
			// This player is our vassal
			if(GET_TEAM(GET_PLAYER((PlayerTypes)iI).getTeam()).IsVassal(m_pPlayer->getTeam()))
			{
				// Loop through our vassal's cities
				for(CvCity* pLoopCity = GET_PLAYER((PlayerTypes)iI).firstCity(&iLoop); pLoopCity != NULL; pLoopCity = GET_PLAYER((PlayerTypes)iI).nextCity(&iLoop))
				{
					iCityPop = pLoopCity->getPopulation();
					iRtnValue += std::max(0, (int)(pow((double)iCityPop, (double)/*0.6*/ GC.getVASSALAGE_VASSAL_CITY_POP_EXPONENT())));
				}

				iRtnValue += std::max(0, (GET_PLAYER((PlayerTypes)iI).GetTreasury()->GetExpensePerTurnUnitMaintenance() * /*10*/GC.getVASSALAGE_VASSAL_UNIT_MAINT_COST_PERCENT() / 100));
			}
		}
	}

	// Modifier for vassal maintenance?
	iRtnValue *= (100 + m_pPlayer->GetVassalGoldMaintenanceMod());
	iRtnValue /= 100;

	return iRtnValue;
}
/// Establish order of zone processing for the turn
void CvTacticalAnalysisMap::PrioritizeZones()
{
	// Loop through the dominance zones
	for(unsigned int iI = 0; iI < m_DominanceZones.size(); iI++)
	{
		// Find the zone and compute dominance here
		CvTacticalDominanceZone* pZone = &m_DominanceZones[iI];
		eTacticalDominanceFlags eDominance = ComputeDominance(pZone);

		// Establish a base value for the region
		int iBaseValue = 1;
		int iMultiplier = 1;

		// Temporary zone?
		if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_TEMP_ZONE)
		{
			iMultiplier = 1000;
		}
		else
		{
			CvCity* pClosestCity = pZone->GetZoneCity();
			if(pClosestCity && pClosestCity->isAdjacentToArea(pZone->GetAreaID()))
			{
				iBaseValue += (1 + (int)sqrt((float)pClosestCity->getPopulation()));

				if(GET_PLAYER(m_ePlayer).GetTacticalAI()->IsTemporaryZoneCity(pClosestCity))
				{
					iBaseValue *= 2;
				}

				else if (pClosestCity->isVisible( GET_PLAYER(m_ePlayer).getTeam(), false))
				{
					iBaseValue *= 4;

					// How damaged is this visible city?
					int iMaxDamageMultiplier = 10;
					int iDamage = pClosestCity->getDamage();
					if (iDamage > (pClosestCity->GetMaxHitPoints() / iMaxDamageMultiplier))
					{
						iBaseValue *= (int)((iDamage + 1) * 10 / pClosestCity->GetMaxHitPoints());
					}
				}

#if defined(MOD_BALANCE_CORE)
				if (GET_PLAYER(m_ePlayer).IsCityAlreadyTargeted(pClosestCity) || GET_PLAYER(m_ePlayer).GetMilitaryAI()->IsCurrentAttackTarget(pClosestCity) )
				{
					iBaseValue *= 2;
				}

				if (pClosestCity->GetPlayer()->isMinorCiv())
				{
					//At war with ally of this minor? Greatly reduce priority.
					PlayerTypes eAlly = pClosestCity->GetPlayer()->GetMinorCivAI()->GetAlly();
					if (eAlly != NO_PLAYER && GET_TEAM(GET_PLAYER(m_ePlayer).getTeam()).isAtWar(GET_PLAYER(eAlly).getTeam()))
					{
						iBaseValue = 1;
					}
				}
#endif
			}

			if(!pZone->IsWater())
			{
				iBaseValue *= 3;
			}

			// Now compute a multiplier based on current conditions here
			if(eDominance == TACTICAL_DOMINANCE_ENEMY)
			{
				if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY)
				{
					iMultiplier = 1;
				}
				else if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY)
				{
					iMultiplier = 8;
				}
			}
			else if(eDominance == TACTICAL_DOMINANCE_EVEN)
			{
				if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY)
				{
					iMultiplier = 4;
				}
				else if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY)
				{
					iMultiplier = 4;
				}
			}
			else if(eDominance == TACTICAL_DOMINANCE_FRIENDLY)
			{
				if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY)
				{
					iMultiplier = 8;
				}
				else if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY)
				{
					iMultiplier = 1;
				}
			}
			if(!GET_PLAYER(m_ePlayer).isMinorCiv())
			{
				if(GET_PLAYER(m_ePlayer).GetDiplomacyAI()->GetStateAllWars() == STATE_ALL_WARS_WINNING)
				{
					if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY)
					{
#if defined(MOD_BALANCE_CORE_MILITARY)
						iMultiplier *= 4;
#else
						iMultiplier *= 2;
#endif
					}
				}
				else if(GET_PLAYER(m_ePlayer).GetDiplomacyAI()->GetStateAllWars() == STATE_ALL_WARS_LOSING)
				{
					if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY)
					{
						iMultiplier *= 4;
					}
				}
			}
		}

		// Save off the value for this zone
		pZone->SetDominanceZoneValue( iBaseValue * iMultiplier);
	}

	std::stable_sort(m_DominanceZones.begin(), m_DominanceZones.end());
}