# AIUpdateMainTown
Flags —
Native
# Arguments
int— player
Returns — void
native void AIUpdateMainTown(int player);
# Related
Category: Unclassified
# Examples
mods/core.sc2mod — base.sc2data/TriggerLibs/SharedAI.galaxy:72
    // town was unable to place a building because it ran out of room, it may still 
    // be possible to place a smaller building or a different type of building
    AIUpdateMainTown(player);
    // if we only have no non-full town, we may want to expand now
mods/core.sc2mod — base.sc2data/TriggerLibs/SharedAI.galaxy:82
void AITownWasLost (int player, int town) {
    // one of our towns was destroyed/lost, happens when we lose our last dropoff at the town (or all buildings).
    AIUpdateMainTown(player);
}
mods/core.stormmod — base.stormdata/TriggerLibs/SharedAI.galaxy:72
    // town was unable to place a building because it ran out of room, it may still 
    // be possible to place a smaller building or a different type of building
    AIUpdateMainTown(player);
    // if we only have no non-full town, we may want to expand now
mods/core.stormmod — base.stormdata/TriggerLibs/SharedAI.galaxy:82
void AITownWasLost (int player, int town) {
    // one of our towns was destroyed/lost, happens when we lose our last dropoff at the town (or all buildings).
    AIUpdateMainTown(player);
}
mods/warcoop/warmeleeai.sc2mod — base.sc2data/TriggerLibs/Orc/Orc.galaxy:81
}
void GetZeppelin(int player){
    AIUpdateMainTown(player);
	UnitCreate(1, "nzep", 0, player, AIGetTownLocation(player, AIGetMainTown(player)), 270.0);
    //libNtve_gf_CreateUnitsAtPoint2(1, "nzep", 0, player, AIGetTownLocation(player, AIGetMainTown(player)));