private void ConvinceCaptivesAI(Architecture architecture2)
        {
            if (this.BelongedFaction == null) return;
            if (this.HasHostileTroopsInView()) return;

            Captive extremeLoyaltyCaptive = architecture2.GetLowestLoyaltyCaptiveRecruitable();
            if (extremeLoyaltyCaptive != null && extremeLoyaltyCaptive.CaptivePerson != null &&
                (extremeLoyaltyCaptive.Loyalty < 100 || (GlobalVariables.AIAutoTakePlayerCaptives && !GlobalVariables.AIAutoTakePlayerCaptiveOnlyUnfull && base.Scenario.IsPlayer(extremeLoyaltyCaptive.CaptiveFaction)))
                && (extremeLoyaltyCaptive.CaptiveFaction == null || extremeLoyaltyCaptive.CaptivePerson != extremeLoyaltyCaptive.CaptiveFaction.Leader))
            {
                PersonList firstHalfPersonList = this.GetFirstHalfPersonList("ConvinceAbility");
                foreach (Person i in firstHalfPersonList)
                {
                    if ((GameObject.Random(this.BelongedFaction.PersonCount) < 5 && i != null) ||
                            (i != null && (!this.HasFollowedLeaderMilitary(i) || GameObject.Chance(33)) &&
                            GameObject.Random(i.NonFightingNumber) > GameObject.Random(i.FightingNumber) &&
                            GameObject.Random(i.FightingNumber) < 100 &&
                            GameObject.Random(i.ConvinceAbility) >= 200 &&
                            GameObject.Random(i.ConvinceAbility) > GameObject.Random(extremeLoyaltyCaptive.Loyalty * 5)))
                    {
                        i.OutsideDestination = new Point?(base.Scenario.GetClosestPoint(architecture2.ArchitectureArea, this.Position));
                        i.GoForConvince(extremeLoyaltyCaptive.CaptivePerson);
                    }
                }
            }
        }