public IEnumerable<RegionScore<Deployment>> CalculateDeployments(Map map, Player targetPlayer)
        {
            var scores = new List<RegionScore<Deployment>>();

            foreach (Region region in map.Regions.OwnedBy(targetPlayer))
            {
                var calc = new RegionScore<Deployment>(region, new Deployment());

                calc.Scores.HostilityScore = region.BoardingEnemyArmies * .1;
                calc.Scores.ExpansionScore = region.BoardingUncontrolled.Any() ? 1/(double) region.BoardingUncontrolled.Count() : 0;

                // Only give superregions a weight if we don't own it.  Expansive strategy for now.
                if (region.SuperRegion.Owner != targetPlayer)
                {
                    calc.Scores.SuperRegionScore = region.SuperRegion.Regions.OwnedBy(targetPlayer).Count() /
                                                   (double) region.SuperRegion.Regions.Count() * 1.5;
                }

                scores.Add(calc);
            }

            return scores;
        }
 public IEnumerable<RegionScore<Desirability>> CalculateDesirability(Map map, Player targetPlayer)
 {
     throw new NotImplementedException();
 }