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[Merge] lp:~widelands-dev/widelands/tibor-ai5 into lp:widelands

 

Tibor Bamhor has proposed merging lp:~widelands-dev/widelands/tibor-ai5 into lp:widelands.

Requested reviews:
  Widelands Developers (widelands-dev)

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/tibor-ai5/+merge/228762

Another chunk of improvements to AI:

Reworked building construction prioritization/scoring - simplification of code, attention to early stages of game, also when AI starts with Fortified Village. Also I added new aihints prohibited_till and forced_after to add more control over building of buildings at the begining of game. They supersede some other ai hints (and these was removed).

Changes to military - fixed bug, when big space migh have been left without military buildings. Fixed a bug when AI did not increase number of soldiers when needed (enemy nearby). More simplified expansion control, now AI sets itself into 4 modes: FreeExpansion/EnemyOrResources/EnemyOnly/NoNewMilitaryBuildings - to prevent big number of buildings in construction and better focusing of resources where needed.

For first time I was doing benchmarks (the game stops after 150 min and prints out the land size and military strength of all players) - I measured it when I made changes, but also to compare performance of tribes x starting mode.

Making roads (network of roads) more sparse - as they occupied too many fields and was usually not utilized.

Fixing any other small problems whenever I run into and code housekeeping.
-- 
https://code.launchpad.net/~widelands-dev/widelands/tibor-ai5/+merge/228762
Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/tibor-ai5 into lp:widelands.
=== modified file 'src/ai/ai_help_structs.h'
--- src/ai/ai_help_structs.h	2014-07-28 16:59:54 +0000
+++ src/ai/ai_help_structs.h	2014-07-29 20:53:33 +0000
@@ -137,7 +137,6 @@
 	const World& world_;
 };
 
-
 struct FindNodeWithFlagOrRoad {
 	Economy* economy;
 	bool accept(const Map&, FCoords) const;
@@ -166,6 +165,14 @@
 	}
 };
 
+// usually we order by shortest shortcut, but sometimes it makes sense to
+// make shortcut by biggest road reduction
+struct CompareShortening {
+	bool operator()(const NearFlag& a, const NearFlag& b) const {
+		return (a.cost_ - a.distance_) > (b.cost_ - b.distance_);
+	}
+};
+
 struct WalkableSpot {
 	Coords coords;
 	bool has_flag_;
@@ -220,6 +227,10 @@
 	int16_t military_presence_;
 	// stationed (manned) military buildings nearby
 	int16_t military_stationed_;
+	// some buildings must be postponed bit
+	int32_t prohibited_till_;
+	// and then some must be forced
+	int32_t forced_after_;
 
 	std::vector<uint8_t> consumers_nearby_;
 	std::vector<uint8_t> producers_nearby_;
@@ -296,22 +307,22 @@
 		MINE
 	} type;
 
-	bool is_basic_;       // is a "must" to have for the ai
-	bool is_food_basic_;  // few food producer to be built sooner
 	bool prod_build_material_;
 	bool plants_trees_;
 	bool recruitment_;  // is "producing" workers?
 	bool is_buildable_;
 	bool need_trees_;          // lumberjack = true
 	bool need_stones_;         // quarry = true
-	bool mines_marble_;        // need to distinquish mines_ that produce marbles
 	bool mines_water_;         // wells
 	bool need_water_;          // fisher, fish_breeder = true
 	bool is_hunter_;           // need to identify hunters
+	bool is_fisher_;           // need to identify hunters
 	bool space_consumer_;      // farm, vineyard... = true
 	bool expansion_type_;      // military building used that can be used to control area
 	bool fighting_type_;       // military building built near enemies
 	bool mountain_conqueror_;  // military building built near mountains
+	int32_t prohibited_till_;  // do not build before (ms)
+	int32_t forced_after_;     // do not wait until ware is needed
 
 	bool unoccupied_;  //
 

=== modified file 'src/ai/ai_hints.cc'
--- src/ai/ai_hints.cc	2014-07-14 10:45:44 +0000
+++ src/ai/ai_hints.cc	2014-07-29 20:53:33 +0000
@@ -32,12 +32,8 @@
 BuildingHints::BuildingHints(Section* const section)
    : renews_map_resource(nullptr),
      mines_(nullptr),
-     basic_(section ? section->get_bool("is_basic") : false),
-     food_basic_(section ? section->get_bool("is_food_basic") : false),
-     build_material_(section ? section->get_bool("build_material") : true),
      log_producer_(section ? section->get_bool("logproducer") : false),
      stone_producer_(section ? section->get_bool("stoneproducer") : false),
-     marble_producer_(section ? section->get_bool("marbleproducer") : false),
      needs_water_(section ? section->get_bool("needs_water") : false),
      mines_water_(section ? section->get_bool("mines_water") : false),
      recruitment_(section ? section->get_bool("recruitment") : false),
@@ -45,6 +41,8 @@
      expansion_(section ? section->get_bool("expansion") : false),
      fighting_(section ? section->get_bool("fighting") : false),
      mountain_conqueror_(section ? section->get_bool("mountain_conqueror") : false),
+     prohibited_till_(section ? section->get_int("prohibited_till", 0) : 0),
+     forced_after_(section ? section->get_int("forced_after", 864000) : 0),  // 10 days default
      mines_percent_(section ? section->get_int("mines_percent", 100) : 0) {
 	if (section) {
 		if (char const* const s = section->get_string("renews_map_resource"))

=== modified file 'src/ai/ai_hints.h'
--- src/ai/ai_hints.h	2014-07-15 05:12:37 +0000
+++ src/ai/ai_hints.h	2014-07-29 20:53:33 +0000
@@ -41,18 +41,6 @@
 		return mines_;
 	}
 
-	bool is_basic() const {
-		return basic_;
-	}
-
-	bool is_food_basic() const {
-		return food_basic_;
-	}
-
-	bool prod_build_material() const {
-		return build_material_;
-	}
-
 	bool is_logproducer() const {
 		return log_producer_;
 	}
@@ -61,10 +49,6 @@
 		return stone_producer_;
 	}
 
-	bool is_marbleproducer() const {
-		return marble_producer_;
-	}
-
 	bool mines_water() const {
 		return mines_water_;
 	}
@@ -90,6 +74,14 @@
 		return mountain_conqueror_;
 	}
 
+	int32_t get_prohibited_till() const {
+		return prohibited_till_;
+	}
+
+	int32_t get_forced_after() const {
+		return forced_after_;
+	}
+
 	uint8_t get_mines_percent() const {
 		return mines_percent_;
 	}
@@ -97,12 +89,8 @@
 private:
 	char* renews_map_resource;
 	char* mines_;
-	bool basic_;
-	bool food_basic_;
-	bool build_material_;  // whether the building produces build material
 	bool log_producer_;
 	bool stone_producer_;
-	bool marble_producer_;
 	bool needs_water_;
 	bool mines_water_;
 	bool recruitment_;  // whether building recruits special workers
@@ -110,6 +98,8 @@
 	bool expansion_;
 	bool fighting_;
 	bool mountain_conqueror_;
+	int32_t prohibited_till_;
+	int32_t forced_after_;
 	uint8_t mines_percent_;
 
 	DISALLOW_COPY_AND_ASSIGN(BuildingHints);

=== modified file 'src/ai/computer_player.cc'
--- src/ai/computer_player.cc	2014-07-23 20:12:17 +0000
+++ src/ai/computer_player.cc	2014-07-29 20:53:33 +0000
@@ -21,25 +21,26 @@
 
 #include "ai/defaultai.h"
 
-Computer_Player::Computer_Player
-	(Widelands::Game & g, Widelands::Player_Number const pid)
-	: m_game(g), m_player_number(pid)
-{
+Computer_Player::Computer_Player(Widelands::Game& g, Widelands::Player_Number const pid)
+   : m_game(g), m_player_number(pid) {
 }
 
-Computer_Player::~Computer_Player() {}
+Computer_Player::~Computer_Player() {
+}
 
 struct EmptyAI : Computer_Player {
-	EmptyAI(Widelands::Game & g, const Widelands::Player_Number pid)
-	: Computer_Player(g, pid) {}
+	EmptyAI(Widelands::Game& g, const Widelands::Player_Number pid) : Computer_Player(g, pid) {
+	}
 
-	void think() override {}
+	void think() override {
+	}
 
 	struct EmptyAIImpl : Implementation {
-		EmptyAIImpl() {name = _("None");}
-		Computer_Player * instantiate
-			(Widelands::Game & g, Widelands::Player_Number const pid) const override
-		{
+		EmptyAIImpl() {
+			name = _("None");
+		}
+		Computer_Player* instantiate(Widelands::Game& g,
+		                             Widelands::Player_Number const pid) const override {
 			return new EmptyAI(g, pid);
 		}
 	};
@@ -49,10 +50,8 @@
 
 EmptyAI::EmptyAIImpl EmptyAI::implementation;
 
-const Computer_Player::ImplementationVector &
-Computer_Player::getImplementations()
-{
-	static std::vector<Computer_Player::Implementation const *> impls;
+const Computer_Player::ImplementationVector& Computer_Player::getImplementations() {
+	static std::vector<Computer_Player::Implementation const*> impls;
 
 	if (impls.empty()) {
 		impls.push_back(&DefaultAI::aggressiveImpl);
@@ -64,10 +63,8 @@
 	return impls;
 }
 
-const Computer_Player::Implementation * Computer_Player::getImplementation
-	(const std::string & name)
-{
-	const ImplementationVector & vec = getImplementations();
+const Computer_Player::Implementation* Computer_Player::getImplementation(const std::string& name) {
+	const ImplementationVector& vec = getImplementations();
 
 	for (const Computer_Player::Implementation* implementation : vec) {
 		if (implementation->name == name) {

=== modified file 'src/ai/computer_player.h'
--- src/ai/computer_player.h	2014-07-16 08:23:42 +0000
+++ src/ai/computer_player.h	2014-07-29 20:53:33 +0000
@@ -36,14 +36,19 @@
  * Instances of actual AI implementation can be created via the
  * \ref Implementation interface.
  */
+
 struct Computer_Player {
-	Computer_Player(Widelands::Game &, const Widelands::Player_Number);
+	Computer_Player(Widelands::Game&, const Widelands::Player_Number);
 	virtual ~Computer_Player();
 
-	virtual void think () = 0;
+	virtual void think() = 0;
 
-	Widelands::Game & game() const {return m_game;}
-	Widelands::Player_Number player_number() {return m_player_number;}
+	Widelands::Game& game() const {
+		return m_game;
+	}
+	Widelands::Player_Number player_number() {
+		return m_player_number;
+	}
 
 	/**
 	 * Interface to a concrete implementation, used to instantiate AIs.
@@ -52,26 +57,24 @@
 	 */
 	struct Implementation {
 		std::string name;
-		virtual ~Implementation() {}
-		virtual Computer_Player * instantiate
-			(Widelands::Game &, Widelands::Player_Number) const = 0;
+		virtual ~Implementation() {
+		}
+		virtual Computer_Player* instantiate(Widelands::Game&, Widelands::Player_Number) const = 0;
 	};
-	typedef
-		std::vector<Computer_Player::Implementation const *>
-		ImplementationVector;
+	typedef std::vector<Computer_Player::Implementation const*> ImplementationVector;
 
 	/**
 	 * Get a list of available AI implementations.
 	 */
-	static const ImplementationVector & getImplementations();
+	static const ImplementationVector& getImplementations();
 
 	/**
 	 * Get the best matching implementation for this name.
 	 */
-	static const Implementation * getImplementation(const std::string & name);
+	static const Implementation* getImplementation(const std::string& name);
 
 private:
-	Widelands::Game & m_game;
+	Widelands::Game& m_game;
 	Widelands::Player_Number const m_player_number;
 
 	DISALLOW_COPY_AND_ASSIGN(Computer_Player);

=== modified file 'src/ai/defaultai.cc'
--- src/ai/defaultai.cc	2014-07-28 18:03:51 +0000
+++ src/ai/defaultai.cc	2014-07-29 20:53:33 +0000
@@ -44,16 +44,18 @@
 #include "logic/world/world.h"
 #include "profile/profile.h"
 
+// Building of new military buildings can be restricted
+constexpr int kFreeExpansion = 1;
+constexpr int kResourcesOrDefense = 2;
+constexpr int kDefenseOnly = 3;
+constexpr int kNoNewMilitary = 4;
+
 // following is in miliseconds (widelands counts time in ms)
 constexpr int kFieldUpdateInterval = 1000;
 constexpr int kIdleMineUpdateInterval = 22000;
 constexpr int kBusyMineUpdateInterval = 2000;
 // building of the same building can be started after 25s at earliest
 constexpr int kBuildingMinInterval = 25 * 1000;
-constexpr int kBaseInfrastructureTime = 20 * 60 * 1000;
-// buildings marked as is_food_basic will be forced after 15 minutes, even though their outputs are
-// not needed yet
-constexpr int kPrimaryFoodStartTime = 15 * 60 * 1000;
 
 using namespace Widelands;
 
@@ -70,6 +72,8 @@
      player_(nullptr),
      tribe_(nullptr),
      num_constructionsites_(0),
+     num_milit_constructionsites(0),
+     num_prod_constructionsites(0),
      next_road_due_(2000),
      next_stats_update_due_(30000),
      next_construction_due_(1000),
@@ -81,35 +85,36 @@
      next_helpersites_check_due_(180000),
      inhibit_road_building_(0),
      time_of_last_construction_(0),
+     enemy_last_seen_(-2 * 60 * 1000),
      numof_warehouses_(0),
      new_buildings_stop_(false),
      unstationed_milit_buildings_(0),
-     military_under_constr_(0),
      military_last_dismantle_(0),
-     military_last_build_(0) {
+     military_last_build_(0),
+     spots_(0) {
 
 	// Subscribe to NoteFieldPossession.
 	field_possession_subscriber_ =
-		Notifications::subscribe<NoteFieldPossession>([this](const NoteFieldPossession& note) {
+	   Notifications::subscribe<NoteFieldPossession>([this](const NoteFieldPossession& note) {
 			if (note.player != player_) {
-				return;
-			}
+			   return;
+		   }
 			if (note.ownership == NoteFieldPossession::Ownership::GAINED) {
-				unusable_fields.push_back(note.fc);
-			}
+			   unusable_fields.push_back(note.fc);
+		   }
 		});
 
 	// Subscribe to NoteImmovables.
 	immovable_subscriber_ =
-		Notifications::subscribe<NoteImmovable>([this](const NoteImmovable& note) {
+	   Notifications::subscribe<NoteImmovable>([this](const NoteImmovable& note) {
 			if (note.pi->owner().player_number() != player_->player_number()) {
-				return;
-			}
+			   return;
+		   }
 			if (note.ownership == NoteImmovable::Ownership::GAINED) {
-				gain_immovable(*note.pi);
-			} else {
-				lose_immovable(*note.pi);
-			}
+			   gain_immovable(*note.pi);
+		   } else {
+			   lose_immovable(*note.pi);
+		   }
 		});
 }
 
@@ -212,8 +217,6 @@
 	// actions are. Reasons are the following:
 	//    * The "donkey feature" made economies more stable, even with stupid
 	//      roads.
-	//    * If defaultAI builds too much roads, it will waste good building
-	//      space.
 	if (improve_roads(gametime)) {
 		m_buildable_changed = true;
 		m_mineable_changed = true;
@@ -267,12 +270,9 @@
 		bo.production_hint_ = -1;
 		bo.current_stats_ = 0;
 		bo.unoccupied_ = false;
-		bo.is_basic_ = false;
-		bo.is_food_basic_ = false;
 		bo.is_buildable_ = bld.is_buildable();
 		bo.need_trees_ = bh.is_logproducer();
 		bo.need_stones_ = bh.is_stoneproducer();
-		bo.mines_marble_ = bh.is_marbleproducer();
 		bo.need_water_ = bh.get_needs_water();
 		bo.mines_water_ = bh.mines_water();
 		bo.recruitment_ = bh.for_recruitment();
@@ -280,9 +280,10 @@
 		bo.expansion_type_ = bh.is_expansion_type();
 		bo.fighting_type_ = bh.is_fighting_type();
 		bo.mountain_conqueror_ = bh.is_mountain_conqueror();
+		bo.prohibited_till_ = bh.get_prohibited_till() * 1000;  // value in conf is in seconds
+		bo.forced_after_ = bh.get_forced_after() * 1000;        // value in conf is in seconds
 		if (char const* const s = bh.get_renews_map_resource()) {
 			bo.production_hint_ = tribe_->safe_ware_index(s);
-
 		}
 
 		// I just presume cut wood is named "log" in the game
@@ -311,16 +312,17 @@
 				bo.mines_percent_ = bh.get_mines_percent();
 			}
 
-			bo.is_basic_ = bh.is_basic();
-			bo.is_food_basic_ = bh.is_food_basic();
-			bo.prod_build_material_ = bh.prod_build_material();
-
 			// here we identify hunters
 			if (bo.outputs_.size() == 1 && tribe_->safe_ware_index("meat") == bo.outputs_.at(0)) {
 				bo.is_hunter_ = true;
 			} else
 				bo.is_hunter_ = false;
 
+			// and fishers
+			if (bo.outputs_.size() == 1 && tribe_->safe_ware_index("fish") == bo.outputs_.at(0)) {
+				bo.is_fisher_ = true;
+			} else
+				bo.is_fisher_ = false;
 			continue;
 		}
 
@@ -346,6 +348,8 @@
 	}
 
 	num_constructionsites_ = 0;
+	num_milit_constructionsites = 0;
+	num_prod_constructionsites = 0;
 	next_construction_due_ = 0;
 	next_road_due_ = 1000;
 	next_productionsite_check_due_ = 0;
@@ -554,8 +558,8 @@
 		map.get_neighbour(field.coords, WALK_SE, &fse);
 
 		if (BaseImmovable const* const imm = fse.field->get_immovable())
-			if (dynamic_cast<Flag const*>(imm)
-			    || (dynamic_cast<Road const*>(imm) && (fse.field->nodecaps() & BUILDCAPS_FLAG)))
+			if (dynamic_cast<Flag const*>(imm) ||
+			    (dynamic_cast<Road const*>(imm) && (fse.field->nodecaps() & BUILDCAPS_FLAG)))
 				field.preferred_ = true;
 
 		for (uint32_t i = 0; i < immovables.size(); ++i) {
@@ -571,6 +575,7 @@
 				if (player_immovable->owner().player_number() != pn) {
 					if (player_->is_hostile(player_immovable->owner()))
 						field.enemy_nearby_ = true;
+					enemy_last_seen_ = game().get_gametime();
 
 					continue;
 				}
@@ -588,7 +593,9 @@
 
 				if (dynamic_cast<const ProductionSite*>(building))
 					consider_productionsite_influence(
-					   field, immovables.at(i).coords, get_building_observer(building->descr().name().c_str()));
+					   field,
+					   immovables.at(i).coords,
+					   get_building_observer(building->descr().name().c_str()));
 			}
 
 			if (immovables.at(i).object->has_attribute(tree_attr))
@@ -616,7 +623,12 @@
 	}
 
 	// folowing is done allways (regardless of military or not)
+
 	field.military_stationed_ = 0;
+	field.military_in_constr_nearby_ = 0;
+	field.military_capacity_ = 0;
+	field.military_loneliness_ = 1000;
+	field.military_presence_ = 0;
 
 	for (uint32_t i = 0; i < immovables.size(); ++i) {
 		const BaseImmovable& base_immovable = *immovables.at(i).object;
@@ -644,7 +656,8 @@
 					const int32_t v = radius - dist;
 
 					if (v > 0) {
-						field.military_capacity_ += 2;
+						field.military_capacity_ += target_ms_d->get_max_number_of_soldiers() / 2 + 1;
+						// field.military_capacity_ += 2;
 						field.military_loneliness_ *= static_cast<double_t>(dist) / radius;
 						field.military_in_constr_nearby_ += 1;
 					}
@@ -663,14 +676,15 @@
 
 					if (!militarysite->stationedSoldiers().empty()) {
 						field.military_stationed_ += 1;
-					}
+					} else
+						// the name does not match much
+						field.military_in_constr_nearby_ += 1;
 
 					field.military_loneliness_ *= static_cast<double_t>(dist) / radius;
 				}
 			}
 		}
 	}
-
 }
 
 /// Updates one mineable field
@@ -686,8 +700,8 @@
 	map.get_brn(field.coords, &fse);
 
 	if (BaseImmovable const* const imm = fse.field->get_immovable())
-		if (dynamic_cast<Flag const*>(imm)
-		    || (dynamic_cast<Road const*>(imm) && (fse.field->nodecaps() & BUILDCAPS_FLAG)))
+		if (dynamic_cast<Flag const*>(imm) ||
+		    (dynamic_cast<Road const*>(imm) && (fse.field->nodecaps() & BUILDCAPS_FLAG)))
 			field.preferred_ = true;
 
 	for (const ImmovableFound& temp_immovable : immovables) {
@@ -779,7 +793,6 @@
 	//  Just used for easy checking whether a mine or something else was built.
 	bool mine = false;
 	bool field_blocked = false;
-	int32_t spots = 0;
 	uint32_t consumers_nearby_count = 0;
 	// this is to increase score so also building near borders can be built
 	int32_t bulgarian_constant = 12;
@@ -795,53 +808,47 @@
 	     ++i)
 		++spots_avail.at((*i)->coords.field->nodecaps() & BUILDCAPS_SIZEMASK);
 
-	spots = spots_avail.at(BUILDCAPS_SMALL);
-	spots += spots_avail.at(BUILDCAPS_MEDIUM);
-	spots += spots_avail.at(BUILDCAPS_BIG);
+	spots_ = spots_avail.at(BUILDCAPS_SMALL);
+	spots_ += spots_avail.at(BUILDCAPS_MEDIUM);
+	spots_ += spots_avail.at(BUILDCAPS_BIG);
 
-	// checking amount of free spots, if needed setting new building stop flag
+	// here we possible stop building of new buildings
 	new_buildings_stop_ = false;
+	uint8_t expansion_mode = kFreeExpansion;
 
-	if ((militarysites.size() * 2 + 20) <
-	    productionsites.size()
-	    || spots<(3 + (static_cast<int32_t>(productionsites.size()) / 5)) || num_constructionsites_>(
-	       (militarysites.size() + productionsites.size()) / 2)) {
-		new_buildings_stop_ = true;
+	// there are couple of reasons why to stop building production buildings
+	//(note there are numberous exemptions to this stop)
+	// 1. to not have too many constructionsites
+	if (num_prod_constructionsites > productionsites.size() / 8 + 5) {
+		new_buildings_stop_ = true;
+	}
+	// 2. to not exhaust all free spots
+	if (spots_ * 3 / 2 + 5 < static_cast<int32_t>(productionsites.size())) {
+		new_buildings_stop_ = true;
+	}
+	// 3. too keep some proportions production sites vs military sites
+	if ((num_prod_constructionsites + productionsites.size()) >
+	    (num_milit_constructionsites + militarysites.size()) * 3) {
+		new_buildings_stop_ = true;
+	}
+	// BUT if enemy is nearby, we cancel above stop
+	if (new_buildings_stop_ && enemy_last_seen_ + 2 * 60 * 1000 > gametime) {
+		new_buildings_stop_ = false;
 	}
 
 	// sometimes there is to many military buildings in construction, so we must
 	// prevent initialization of further buildings start
-	bool new_military_buildings_stop = false;
-	// in areas close to enemies, above limit is not effective, so we have second one
-	// more benevolent limit
-	bool near_enemy_b_buildings_stop = false;
-	// in some situation expansion just halts because there are not good spots to expand
-	// so this is a boost to increase a score and allow building a military building on a spot
-	// that is normally not suitable for building
-	int32_t military_boost = 1;
-
-	int32_t treshold = (militarysites.size() + productionsites.size()) / 100 + 1;
-
-	if (unstationed_milit_buildings_ + military_under_constr_ / 3 > treshold) {
-		new_military_buildings_stop = true;
-
-	}
-
-	if (unstationed_milit_buildings_ + military_under_constr_ / 3 > 2 * treshold) {
-		near_enemy_b_buildings_stop = true;
-
-	}
-
-	// here we deal with situation when for some time no new military building was built
-	// in fact this is a last time when there were any military buildings in construction
-	if ((unstationed_milit_buildings_ + military_under_constr_) > 0)
-		military_last_build_ = game().get_gametime();
-
-	if (military_last_build_ + 1 * 60 * 1000 < game().get_gametime()) {
-		military_boost = 200;
-	}
-
-	// Building_Index proposed_building = INVALID_INDEX; // I need BuildingObserver not index
+	const uint32_t treshold = militarysites.size() / 30 + 3;
+
+	if (unstationed_milit_buildings_ + num_milit_constructionsites > 3 * treshold)
+		expansion_mode = kNoNewMilitary;
+	else if (unstationed_milit_buildings_ + num_milit_constructionsites > 2 * treshold)
+		expansion_mode = kDefenseOnly;
+	else if (unstationed_milit_buildings_ + num_milit_constructionsites > 1 * treshold)
+		expansion_mode = kResourcesOrDefense;
+	else
+		expansion_mode = kFreeExpansion;
+
 	BuildingObserver* best_building = nullptr;
 	int32_t proposed_priority = 0;
 	Coords proposed_coords;
@@ -893,13 +900,24 @@
 			if (!bo.buildable(*player_))
 				continue;
 
-			if (time(nullptr) % 3 == 0)
+			if (bo.prohibited_till_ > gametime) {
+				continue;
+			}
+
+			// if current field is not big enough
+			if (bo.desc->get_size() > maxsize)
+				continue;
+
+			if (time(nullptr) % 3 == 0 && bo.total_count() > 0)
 				continue;  // add randomnes and ease AI
 
 			if (bo.type == BuildingObserver::MINE)
 				continue;
 
-			if (gametime - bo.construction_decision_time_ < kBuildingMinInterval)
+			// here we do an exemption for lumberjacs, mainly in early stages of game
+			// sometimes the first one is not built and AI waits too long for second attempt
+			if (gametime - bo.construction_decision_time_ <
+			    kBuildingMinInterval && !bo.need_trees_)
 				continue;
 
 			if (bo.unoccupied_)
@@ -932,26 +950,21 @@
 
 							if (wares.at(bo.outputs_.at(m)).preciousness_ > max_needed_preciousness)
 								max_needed_preciousness = wares.at(bo.outputs_.at(m)).preciousness_;
+						}
 
+						if (wares.at(bo.outputs_.at(m)).preciousness_ > max_preciousness)
 							max_preciousness = wares.at(bo.outputs_.at(m)).preciousness_;
-						} else {
-							if (wares.at(bo.outputs_.at(m)).preciousness_ > max_preciousness)
-								max_preciousness = wares.at(bo.outputs_.at(m)).preciousness_;
-						}
 					}
 				}
 			}
 
 			int32_t prio = 0;  // score of a bulding on a field
 
-			// if current field is not big enough
-			if (bo.desc->get_size() > maxsize)
-				continue;
-
 			if (bo.type == BuildingObserver::PRODUCTIONSITE) {
 
 				// exclude spots on border
-				if (bf->near_border_ && !bo.need_trees_ && !bo.need_stones_)
+				if (bf->near_border_ && !bo.need_trees_ && !bo.need_stones_ &&
+				       !bo.is_fisher_)
 					continue;
 
 				// this can be only a well (as by now)
@@ -961,32 +974,50 @@
 
 					if (bo.cnt_under_construction_ + bo.unoccupied_ > 0)
 						continue;
-					if ((bo.cnt_built_ + bo.unoccupied_) > 0 && gametime < kBaseInfrastructureTime)
-						continue;
-					if (new_buildings_stop_)
-						continue;
-					bo.cnt_target_ =
-					   2 + static_cast<int32_t>(mines_.size() + productionsites.size()) / 20;
-					if ((bo.cnt_built_ + bo.cnt_under_construction_ + bo.unoccupied_) > bo.cnt_target_)
-						continue;
+
+					prio = 0;
+					// one well has an axemption from the stop - if forced
+					if (bo.forced_after_ < gametime && bo.total_count() == 0)
+						prio = 200;  // boost for first/only well
+					else if (new_buildings_stop_)
+						continue;
+
+					bo.cnt_target_ = 1;
 
 					if (bo.stocklevel_time < game().get_gametime() - 30 * 1000) {
 						bo.stocklevel_ = get_stocklevel(bo);
 						bo.stocklevel_time = game().get_gametime();
 					}
-					if (bo.stocklevel_ > 50)
+					if (bo.stocklevel_ > 30)
 						continue;
-					prio = bf->ground_water_ - 2;
+					prio += bf->ground_water_ - 2;
 					prio = recalc_with_border_range(*bf, prio);
 
 				} else if (bo.need_trees_) {  // LUMBERJACS
 
-					if (bo.cnt_built_ + bo.cnt_under_construction_ + bo.unoccupied_ <= 2)
-						prio = bulgarian_constant + 200 + bf->trees_nearby_;
-					else if (bo.cnt_under_construction_ + bo.unoccupied_ <= 1) {
-						prio =
-						   bf->trees_nearby_ - 5 - bf->producers_nearby_.at(bo.outputs_.at(0)) * 5 -
-						   new_buildings_stop_ * 15;  //+ bf->producers_nearby_.at(bo.outputs_.at(0))*5;
+					if (bo.total_count() == 0)
+						prio = 500 + bf->trees_nearby_;
+
+					else if (bo.total_count() == 1)
+						prio = 400 + bf->trees_nearby_;
+
+					else if (bf->trees_nearby_ < 2)
+						continue;
+
+					else {
+						bo.cnt_target_ =
+						   2 + static_cast<int32_t>(mines_.size() + productionsites.size()) / 20;
+
+						if (bo.total_count() < bo.cnt_target_)
+							prio = 75;
+						else
+							prio = 0;
+
+						prio += bf->trees_nearby_ - 5 - bf->producers_nearby_.at(bo.outputs_.at(0)) * 5 -
+						        new_buildings_stop_ * 15;
+
+						if (bf->near_border_)
+							prio = prio / 2;
 					}
 
 				} else if (bo.need_stones_) {
@@ -998,20 +1029,56 @@
 						continue;
 					prio = bf->stones_nearby_;
 
+					if (prio <= 0)
+						continue;
+
+					if (bo.total_count() == 0)
+						prio += 150;
+
 					if (bo.stocklevel_time < game().get_gametime() - 5 * 1000) {
 						bo.stocklevel_ = get_stocklevel_by_hint(static_cast<size_t>(bo.production_hint_));
 						bo.stocklevel_time = game().get_gametime();
 					}
 
-					if (bo.stocklevel_ < 20)
-						prio = prio * 2;
-
-					if (bo.total_count() == 0)
-						prio = prio * 5;
+					if (bo.stocklevel_ == 0)
+						prio *= 2;
 
 					// to prevent to many quaries on one spot
 					prio = prio - 50 * bf->producers_nearby_.at(bo.outputs_.at(0));
 
+					if (bf->near_border_)
+						prio = prio / 2;
+
+				} else if (bo.is_hunter_) {
+					if (bf->critters_nearby_ < 5)
+						continue;
+
+					if (new_buildings_stop_)
+						continue;
+
+					prio +=
+					   (bf->critters_nearby_ * 2) - 8 - 5 * bf->producers_nearby_.at(bo.outputs_.at(0));
+
+				} else if (bo.is_fisher_) {  // fisher
+					if (bf->water_nearby_ < 5)
+						continue;
+
+					if (new_buildings_stop_)
+						continue;
+
+					if (bo.stocklevel_time < game().get_gametime() - 5 * 1000) {
+						bo.stocklevel_ = get_stocklevel_by_hint(static_cast<size_t>(bo.production_hint_));
+						bo.stocklevel_time = game().get_gametime();
+					}
+
+					if (bo.stocklevel_ > 50 && !output_is_needed)
+						continue;
+
+					if (bf->producers_nearby_.at(bo.outputs_.at(0)) >= 1)
+						continue;
+
+					prio = bf->fish_nearby_;
+
 				} else if (bo.production_hint_ >= 0) {
 					// first setting targets (needed also for dismantling)
 					if (bo.plants_trees_)
@@ -1032,69 +1099,64 @@
 					if (bo.plants_trees_) {  // RANGERS
 
 						// if there are too many trees nearby
-						if (bf->trees_nearby_ > 25 && bo.total_count() >= 2)
+						if (bf->trees_nearby_ > 25 && bo.total_count() >= 1)
 							continue;
 
 						// sometimes all area is blocked by trees so this is to prevent this
 						if (buildable_fields.size() < 4)
 							continue;
 
-						// prevent too many rangers
-						if (bo.total_count() * 3 > static_cast<int32_t>(productionsites.size()))
-							continue;
-
-						if (bo.stocklevel_time < game().get_gametime() - 5 * 1000) {
-							bo.stocklevel_ =
-							   get_stocklevel_by_hint(static_cast<size_t>(bo.production_hint_));
-							bo.stocklevel_time = game().get_gametime();
-						}
-						prio = 0;
-						// if we need wood
-						if (bo.stocklevel_ < 50)
-							prio =
-							   (50 - bo.stocklevel_) + bf->producers_nearby_.at(bo.production_hint_) * 5;
-
-						// if we just need some rangers to be on safe side
-						if (bo.total_count() < 2)
-							prio += (60 - bf->trees_nearby_) * 3 +
-							        bf->producers_nearby_.at(bo.production_hint_) * 5;
-						else if (bo.total_count() < bo.cnt_target_)
-							prio += 30 + bf->producers_nearby_.at(bo.production_hint_) * 5;
-
-					} else if (gametime > kBaseInfrastructureTime &&
-					                         !new_buildings_stop_) {  // gamekeepers or so
-						if (bo.stocklevel_time < game().get_gametime() - 5 * 1000) {
-							bo.stocklevel_ =
-							   get_stocklevel_by_hint(static_cast<size_t>(bo.production_hint_));
-							bo.stocklevel_time = game().get_gametime();
-						}
+						if (bo.stocklevel_time < game().get_gametime() - 5 * 1000) {
+							bo.stocklevel_ =
+							   get_stocklevel_by_hint(static_cast<size_t>(bo.production_hint_));
+							bo.stocklevel_time = game().get_gametime();
+						}
+
+						if (bo.total_count() == 0)
+							prio = 200;
+						if (bo.total_count() > 2 * bo.cnt_target_)
+							continue;
+						// we can go above target if there is shortage of logs on stock
+						else if (bo.total_count() > bo.cnt_target_ && bo.stocklevel_ > 40)
+							continue;
+
+						// considering near trees and producers
+						prio += (30 - bf->trees_nearby_) * 2 +
+						        bf->producers_nearby_.at(bo.production_hint_) * 5 -
+						        new_buildings_stop_ * 15;
+
+						// considering space consumers nearby
+						prio -= bf->space_consumers_nearby_ * 5;
+
+					} else if (!new_buildings_stop_) {  // gamekeepers or so
+						if (bo.stocklevel_time < game().get_gametime() - 5 * 1000) {
+							bo.stocklevel_ =
+							   get_stocklevel_by_hint(static_cast<size_t>(bo.production_hint_));
+							bo.stocklevel_time = game().get_gametime();
+						}
+
+						if (bo.stocklevel_ > 50)
+							continue;
 
 						// especially for fish breeders
-						if (bo.need_water_)
-							prio = bf->water_nearby_;
-
-						if (bo.total_count() == 0)
-							prio += 5;
-
-						if (bo.total_count() < bo.cnt_target_) {
-							prio += bf->producers_nearby_.at(bo.production_hint_) * 10;
-							prio += recalc_with_border_range(*bf, prio);
-
-						} else if (bo.stocklevel_ < 50 && !new_buildings_stop_) {
-							prio += bf->producers_nearby_.at(bo.production_hint_) * 5;
-							prio += recalc_with_border_range(*bf, prio);  // only for not wood producers_
-						} else
-							continue;
+						if (bo.need_water_ && bf->water_nearby_ < 5)
+							continue;
+						prio = bf->water_nearby_;
+
+						if (bo.total_count() > bo.cnt_target_)
+							continue;
+
+						prio += bf->producers_nearby_.at(bo.production_hint_) * 10;
+						prio += recalc_with_border_range(*bf, prio);
 					}
 
 					if (prio <= 0)
 						continue;
-				} else if (bo.recruitment_ && gametime >
-				           kBaseInfrastructureTime && !new_buildings_stop_) {
+				} else if (bo.recruitment_ && !new_buildings_stop_) {
 					// this will depend on number of mines_ and productionsites
 					if (static_cast<int32_t>((productionsites.size() + mines_.size()) / 30) >
-					       bo.total_count() && bo.cnt_under_construction_ ==
-					    0)
+					       bo.total_count() &&
+					    bo.cnt_under_construction_ == 0)
 						prio = 4 + bulgarian_constant;
 				} else {  // finally normal productionsites
 					if (bo.production_hint_ >= 0)
@@ -1103,102 +1165,59 @@
 					if ((bo.cnt_under_construction_ + bo.unoccupied_) > 0)
 						continue;
 
-					// if hunter and too little critters nearby skipping
-					if (bo.is_hunter_ && bf->critters_nearby_ < 5)
-						continue;
-					// similarly for fishers
-					if (bo.need_water_ && bf->fish_nearby_ <= 1)
-						continue;
-
-					// first eliminate buildings needing water if there is short supplies
-					if (bo.need_water_ && bf->water_nearby_ < 4)
-						continue;
-
-					if (bo.is_basic_ && bo.total_count() == 0)
+					if (bo.forced_after_ < gametime && bo.total_count() == 0) {
 						prio = 150 + max_preciousness;
-					else if (bo.is_food_basic_ && game().get_gametime() >
-					            kPrimaryFoodStartTime && bo.total_count() ==
-					         0) {
-						prio = 40 + max_preciousness;
-					} else if (game().get_gametime() <
-					           kBaseInfrastructureTime ||
-					              new_buildings_stop_)  // leave 15 minutes for basic infrastructure only
-						continue;
-					else if ((bo.is_basic_ && bo.total_count() <=
-					          1) || (output_is_needed && bo.total_count() == 0))
-						prio = 80 + max_preciousness;
+					} else if (new_buildings_stop_)
+						continue;
+					else if (bo.desc->enhancement() != INVALID_INDEX)
+						;  // just go on
+					else if (!output_is_needed)
+						continue;
+					else
+						prio = 0;
+
+					if (bo.cnt_built_ ==
+					    1 && game().get_gametime() > 40 * 60 * 1000 && bo.desc->enhancement() !=
+					    INVALID_INDEX && !mines_.empty()) {
+						prio += max_preciousness + bulgarian_constant;
+						// printf ("   proposing %20s as a second upgradable building\n",bo.name);
+					} else if (!output_is_needed)
+						continue;
 					else if (bo.inputs_.size() == 0) {
-						bo.cnt_target_ =
-						   1 + static_cast<int32_t>(mines_.size() + productionsites.size()) / 8;
-
-						if (bo.cnt_built_ >
-						    bo.cnt_target_ &&
-						       !(bo.space_consumer_ || bo.is_food_basic_))  // spaceconsumers_ and basic_s
-							                                               // can be built more then target
-							continue;
-
-						if (bo.stocklevel_time < game().get_gametime() - 5 * 1000) {
-							bo.stocklevel_ = get_stocklevel(bo);
-							bo.stocklevel_time = game().get_gametime();
-						}
-
-						if (bo.stocklevel_ < 50) {
-							prio = max_preciousness + bulgarian_constant;
-
-							if (bo.space_consumer_)  // need to consider trees nearby
-								prio += 20 - (bf->trees_nearby_ / 3);
-
-							if (!bo.space_consumer_)
-								prio -= bf->producers_nearby_.at(bo.outputs_.at(0)) *
-								        20;  // leave some free space between them
-
-							if (bo.cnt_built_ < 2)
-								prio += 5;
-
-							prio = recalc_with_border_range(*bf, prio);
-
-							if (bo.stocklevel_ < 20)
-								prio += 20 - bo.stocklevel_;
-
-							// fisher
-							if (bo.need_water_) {
-								prio += bf->fish_nearby_ - 4;
-							}
-
-							// hunters
-							if (bo.is_hunter_) {
-								prio += (bf->critters_nearby_ * 2) - 8;
-							}
-
-						}
+
+						prio += max_needed_preciousness + bulgarian_constant;
+
+						if (bo.space_consumer_)  // need to consider trees nearby
+							prio += 20 - (bf->trees_nearby_ / 3);
+
+						// we attempt to cluster space consumers together
+						if (bo.space_consumer_)  // need to consider trees nearby
+							prio += bf->space_consumers_nearby_ * 2;
+
+						if (bo.space_consumer_ && !bf->water_nearby_)  // not close to water
+							prio += 1;
+
+						if (bo.space_consumer_ &&
+						       !bf->unowned_mines_pots_nearby_)  // not close to mountains
+							prio += 1;
+
+						if (!bo.space_consumer_)
+							prio -= bf->producers_nearby_.at(bo.outputs_.at(0)) *
+							        20;  // leave some free space between them
+
+						prio -= bf->space_consumers_nearby_ * 3;
+
 					} else if (!bo.inputs_.empty()) {
-						// to have two buildings from everything (intended for upgradeable buildings)
-						// but I do not know how to identify such buildings
-						if (bo.cnt_built_ == 1
-						    && game().get_gametime() > 60 * 60 * 1000
-							 && bo.desc->enhancement() != INVALID_INDEX
-							 && !mines_.empty())
-						{
-							prio = max_preciousness + bulgarian_constant;
-						}
-						// if output is needed and there are no idle buildings
-						else if (output_is_needed) {
-							if (bo.cnt_built_ > 0 && bo.current_stats_ > 80) {
-								prio = max_preciousness + bulgarian_constant + 30;
-
-							} else if (bo.cnt_built_ > 0 && bo.current_stats_ > 55) {
-								prio = max_preciousness + bulgarian_constant;
-
-							}
+						if (bo.total_count() == 0)
+							prio += max_needed_preciousness + bulgarian_constant;
+						if (bo.cnt_built_ > 0 && bo.current_stats_ > 70) {
+							prio = max_needed_preciousness + bulgarian_constant;
 						}
 					}
 
 					if (prio <= 0)
 						continue;
 
-					// then we consider borders and enemies nearby (if any)
-					prio = recalc_with_border_range(*bf, prio);
-
 					//+1 if any consumers_ are nearby
 					consumers_nearby_count = 0;
 
@@ -1211,33 +1230,36 @@
 			}  // production sites done
 			else if (bo.type == BuildingObserver::MILITARYSITE) {
 
-				if (new_military_buildings_stop && !bf->enemy_nearby_)
-					continue;
-
-				if (near_enemy_b_buildings_stop && bf->enemy_nearby_)
+				if (expansion_mode == kNoNewMilitary)
+					continue;
+
+				if (expansion_mode == kDefenseOnly && !bf->enemy_nearby_)
+					continue;
+
+				if (expansion_mode ==
+				    kResourcesOrDefense &&
+				       !(bf->enemy_nearby_ || bf->unowned_mines_pots_nearby_ || bf->stones_nearby_))
 					continue;
 
 				if (bf->enemy_nearby_ && bo.fighting_type_)
 					;  // it is ok, go on
-				else if (bf->unowned_mines_pots_nearby_ >
-				         0 && (bo.mountain_conqueror_ || bo.expansion_type_))
+				else if (bf->unowned_mines_pots_nearby_ > 2 &&
+				         (bo.mountain_conqueror_ || bo.expansion_type_))
 					;  // it is ok, go on
-				else if (bf->unowned_land_nearby_ && bo.expansion_type_) {
-					// decreasing probability for big buidlings
-					if (bo.desc->get_size() == 2 && gametime % 5 >= 1)
+				else if (bf->unowned_land_nearby_ &&
+				         bo.expansion_type_ && num_milit_constructionsites <= 1) {
+					;  // we allow big buildings now
+				} else if (bf->unowned_land_nearby_ &&
+				           bo.expansion_type_) {  // decreasing probability for big buidlings
+					if (bo.desc->get_size() == 2 && gametime % 15 >= 1)
 						continue;
-					if (bo.desc->get_size() == 3 && gametime % 15 >= 1)
+					if (bo.desc->get_size() == 3 && gametime % 40 >= 1)
 						continue;
 				}
 				// it is ok, go on
 				else
 					continue;  // the building is not suitable for situation
 
-				if (bo.desc->get_size() ==
-				    3 && game().get_gametime() <
-				       15 * 60 * 1000)  // do not built fortresses in first half of hour of game
-					continue;
-
 				if (!bf->unowned_land_nearby_)
 					continue;
 
@@ -1254,8 +1276,15 @@
 					mines_spots_score += 8;
 				}
 
+				// a boost to prevent an expansion halt
+				int32_t local_boost = 0;
+				if (num_milit_constructionsites == 1)
+					local_boost = 50;
+				if (num_milit_constructionsites == 0)
+					local_boost = 200;
+
 				prio = (bf->unowned_land_nearby_ - 4 + mines_spots_score + bf->stones_nearby_ / 2 +
-				        bf->military_loneliness_ / 5 - 100 + military_boost);  // * (1 + type);
+				        bf->military_loneliness_ / 5 - 100 + local_boost);  // * (1 + type);
 
 				if (bo.desc->get_size() < maxsize)
 					prio = prio - 5;  // penalty
@@ -1274,10 +1303,10 @@
 				//  Militarysites are slightly important as well, to have a bigger
 				//  chance for a warehouses (containing waiting soldiers or wares
 				//  needed for soldier training) near the frontier.
-				if ((static_cast<int32_t>(productionsites.size() + mines_.size())) / 35 >
-				       static_cast<int32_t>(numof_warehouses_) && bo.cnt_under_construction_ ==
-				    0)
-					prio = 13;
+				if ((static_cast<int32_t>(productionsites.size() + mines_.size()) + 20) / 35 >
+				       static_cast<int32_t>(numof_warehouses_) &&
+				    bo.cnt_under_construction_ == 0)
+					prio = 20;
 
 				// take care about borders and enemies
 				prio = recalc_with_border_range(*bf, prio);
@@ -1292,10 +1321,9 @@
 					continue;
 
 				// build after 20 production sites and then after each 50 production site
-				if (static_cast<int32_t>((productionsites.size() + 30) / 50) >
-				       bo.total_count() && bo.cnt_under_construction_ ==
-				    0)
-					prio = 4;
+				if (static_cast<int32_t>((productionsites.size() + 30) / 50) > bo.total_count() &&
+				    bo.cnt_under_construction_ == 0)
+					prio = 4 + bulgarian_constant;
 
 				// take care about borders and enemies
 				prio = recalc_with_border_range(*bf, prio);
@@ -1332,13 +1360,13 @@
 			for (uint32_t i = 0; i < buildings_.size() && productionsites.size() > 8; ++i) {
 				BuildingObserver& bo = buildings_.at(i);
 
-				if (!bo.mines_marble_ && gametime <
-				    kBaseInfrastructureTime)  // allow only stone mines_ in early stages of game
-					continue;
-
 				if (!bo.buildable(*player_) || bo.type != BuildingObserver::MINE)
 					continue;
 
+				if (bo.prohibited_till_ > gametime) {
+					continue;
+				}
+
 				if (gametime - bo.construction_decision_time_ < kBuildingMinInterval)
 					continue;
 
@@ -1354,20 +1382,19 @@
 					bo.stocklevel_time = game().get_gametime();
 				}
 
-				// Only try to build mines_ that produce needed wares.
-				if (((bo.cnt_built_ - bo.unoccupied_) > 0 && bo.current_stats_ < 20) || bo.stocklevel_ >
-				    40 + static_cast<uint32_t>(bo.mines_marble_) * 30) {
+				// if we have enough mined resources, do not consider a mine here
+				if (bo.stocklevel_ > 100)
+					continue;
 
+				// if current ones are performing badly
+				if (bo.total_count() >= 2 && bo.current_stats_ < 50)
 					continue;
-				}
 
 				// this is penalty if there are existing mines too close
 				// it is treated as multiplicator for count of near mines
 				uint32_t nearness_penalty = 0;
 				if ((bo.cnt_built_ + bo.cnt_under_construction_) == 0)
 					nearness_penalty = 0;
-				else if (bo.mines_marble_)
-					nearness_penalty = 7;
 				else
 					nearness_penalty = 10;
 
@@ -1410,7 +1437,6 @@
 						proposed_priority = prio;
 						proposed_coords = (*j)->coords;
 						mine = true;
-
 					}
 				}  // end of evaluation of field
 			}
@@ -1419,7 +1445,6 @@
 	}     // end of mines_ section
 
 	// if there is no winner:
-	// if (proposed_building == INVALID_INDEX) {
 	if (best_building == nullptr) {
 
 		mine = false;
@@ -1432,14 +1457,26 @@
 	   game().map().get_fcoords(proposed_coords), game().get_gametime() + 120000);  // two minutes
 	blocked_fields.push_back(blocked);
 
-	// if space consumer we block also nearby fields
-	if (best_building->space_consumer_ && !best_building->plants_trees_) {
+	// we block also nearby fields
+	// if farms and so on, for quite a long time
+	// if military sites only for short time for AI can update information on near buildable fields
+	if ((best_building->space_consumer_ && !best_building->plants_trees_) || best_building->type ==
+	    BuildingObserver::MILITARYSITE) {
+		uint32_t block_time = 0;
+		uint32_t block_area = 0;
+		if (best_building->space_consumer_) {
+			block_time = 45 * 60 * 1000;
+			block_area = 3;
+		} else {  // militray buildings for a very short time
+			block_time = 25 * 1000;
+			block_area = 6;
+		}
 		Map& map = game().map();
 
-		MapRegion<Area<FCoords>> mr(map, Area<FCoords>(map.get_fcoords(proposed_coords), 3));
+		MapRegion<Area<FCoords>> mr(map, Area<FCoords>(map.get_fcoords(proposed_coords), block_area));
 		do {
 			BlockedField blocked2(
-			   map.get_fcoords(*(mr.location().field)), game().get_gametime() + 45 * 60 * 1000);
+			   map.get_fcoords(*(mr.location().field)), game().get_gametime() + block_time);
 			blocked_fields.push_back(blocked2);
 		} while (mr.advance(map));
 	}
@@ -1540,8 +1577,8 @@
 	// Remove flags of dead end roads, as long as no more wares are stored on them
 	for (EconomyObserver* eco_obs : economies) {
 		for (std::list<Flag const*>::iterator flag_iter = eco_obs->flags.begin();
-			  flag_iter != eco_obs->flags.end();
-			  ++flag_iter) {
+		     flag_iter != eco_obs->flags.end();
+		     ++flag_iter) {
 			if ((*flag_iter)->is_dead_end() && (*flag_iter)->current_wares() == 0) {
 				game().send_player_bulldoze(*const_cast<Flag*>(*flag_iter));
 				flag_iter = eco_obs->flags.erase(flag_iter);
@@ -1551,9 +1588,8 @@
 	}
 
 	// force a split on roads that are longer than 3 parts
-	// actually we do not care for loss of building capabilities - normal maps
-	// should have enough space and the computer can expand it's territory.
-	if (!roads.empty()) {
+	// with exemption when there is too few building spots
+	if (spots_ > 20 && !roads.empty()) {
 		const Path& path = roads.front()->get_path();
 
 		if (path.get_nsteps() > 3) {
@@ -1600,12 +1636,8 @@
 			if (economies.size() > 1)
 				finish = connect_flag_to_another_economy(flag);
 
-			// try to improve the roads at this flag
-			//  TODO(unknown): do this only on useful places - the attempt below
-			//  unfortunatey did not work as it should...
-			//  if the flag is full of wares or if it is not yet a fork.
-			if (!finish)  //&& (!flag.has_capacity() || flag.nr_of_roads() < 3))
-				finish = improve_transportation_ways(flag);
+			if (!finish)
+				finish = improve_transportation_ways(flag, !flag.has_capacity());
 
 			// cycle through flags one at a time
 			eco->flags.push_back(eco->flags.front());
@@ -1631,7 +1663,7 @@
 	functor.economy = flag.get_economy();
 	Map& map = game().map();
 	map.find_reachable_fields(
-	   Area<FCoords>(map.get_fcoords(flag.get_position()), 16), &reachable, check, functor);
+	   Area<FCoords>(map.get_fcoords(flag.get_position()), 20), &reachable, check, functor);
 
 	if (reachable.empty())
 		return false;
@@ -1672,11 +1704,12 @@
 }
 
 // adds alternative ways to already existing ones
-bool DefaultAI::improve_transportation_ways(const Flag& flag) {
+// ('shortcuts' if a road can be shortened significantly)
+bool DefaultAI::improve_transportation_ways(const Flag& flag, const bool force) {
 	// First of all try to remove old building flags to clean up the road web if possible
 	for (std::list<Widelands::Coords>::iterator coords_iter = flags_to_be_removed.begin();
-		  coords_iter != flags_to_be_removed.end();
-		  ++coords_iter) {
+	     coords_iter != flags_to_be_removed.end();
+	     ++coords_iter) {
 		// Maybe the flag was already removed?
 		FCoords f = game().map().get_fcoords(*(coords_iter));
 
@@ -1696,6 +1729,28 @@
 	std::vector<NearFlag> nearflags;
 	queue.push(NearFlag(flag, 0, 0));
 	Map& map = game().map();
+	// shortcut is made (attempted) if  (current_road - possible_shortcut)>minred
+	uint16_t minred = 20;
+	// with exemption of forced road
+	if (force)
+		minred = -10;
+	// when testing flags do not go farer from starting flag then:
+	uint16_t checkradius = 12;
+	// with only one exemption, when the flag is on the end of road
+	// presuming there is a building attached to it)
+	// so we count number of roads attached to starting flag
+	uint16_t roadscount = 0;
+	for (uint8_t i = 1; i <= 6; ++i) {
+		Road* const road = flag.get_road(i);
+		if (road)
+			roadscount += 1;
+	}
+	if (roadscount == 1) {
+		checkradius = 20;
+	}
+	// do not try to connect if too many roads going from flag)
+	if (roadscount >= 4 && !force)
+		return false;
 
 	while (!queue.empty()) {
 		std::vector<NearFlag>::iterator f =
@@ -1723,26 +1778,33 @@
 
 			int32_t dist = map.calc_distance(flag.get_position(), endflag->get_position());
 
-			if (dist > 12)  //  out of range
+			if (dist > checkradius)  //  out of range
 				continue;
 
 			queue.push(NearFlag(*endflag, nf.cost_ + road->get_path().get_nsteps(), dist));
 		}
 	}
 
-	std::sort(nearflags.begin(), nearflags.end(), CompareDistance());
+	// usually we create consider shortest shortcut, but sometimes
+	// we seek biggest reduction
+	std::sort(nearflags.begin(), nearflags.end(), CompareShortening());
+
 	CheckStepRoadAI check(player_, MOVECAPS_WALK, false);
 
-	for (uint32_t i = 1; i < nearflags.size(); ++i) {
+	// testing only first 10 nearfields that meet the condition
+	for (uint32_t i = 1; i < nearflags.size() && i < 10; ++i) {
 		NearFlag& nf = nearflags.at(i);
 
-		if (2 * nf.distance_ + 2 < nf.cost_) {
+		// testing the nearflag
+		if ((nf.cost_ - nf.distance_) > minred) {
+
 			Path& path = *new Path();
 
-			if (map.findpath(flag.get_position(), nf.flag->get_position(), 0, path, check) >=
-			    0 && static_cast<int32_t>(2 * path.get_nsteps() + 2) < nf.cost_) {
-				game().send_player_build_road(player_number(), path);
-				return true;
+			if (map.findpath(flag.get_position(), nf.flag->get_position(), 0, path, check) >= 0) {
+				if (static_cast<int32_t>(nf.cost_ - path.get_nsteps()) > minred) {
+					game().send_player_build_road(player_number(), path);
+					return true;
+				}
 			}
 
 			delete &path;
@@ -1766,8 +1828,8 @@
 	}
 
 	for (std::list<EconomyObserver*>::iterator obs_iter = economies.begin();
-		  obs_iter != economies.end();
-		  ++obs_iter) {
+	     obs_iter != economies.end();
+	     ++obs_iter) {
 		// check if any flag has changed its economy
 		std::list<Flag const*>& fl = (*obs_iter)->flags;
 
@@ -1815,10 +1877,15 @@
 		site.unoccupied_till_ = game().get_gametime();
 	}
 
+	// do not dismantle or upgrade the same type of building too soon - to give some time to update
+	// statistics
+	if (site.bo->last_dismantle_time_ > game().get_gametime() - 30 * 1000)
+		return false;
+
 	// Get max radius of recursive workarea
 	Workarea_Info::size_type radius = 0;
 	const Workarea_Info& workarea_info = site.bo->desc->m_workarea_info;
-	for (const std::pair<uint32_t, std::set<std::string> > & temp_info : workarea_info) {
+	for (const std::pair<uint32_t, std::set<std::string>>& temp_info : workarea_info) {
 		if (radius < temp_info.first) {
 			radius = temp_info.first;
 		}
@@ -1826,10 +1893,62 @@
 
 	Map& map = game().map();
 
-	// do not dismantle same type of building too soon - to give some time to update statistics
-	// yes it interferes with building updates, but not big problem here
-	if (site.bo->last_dismantle_time_ > game().get_gametime() - 30 * 1000)
-		return false;
+	// first we try to upgrade
+	// Upgrading policy
+	// a) if there are two buildings and none enhanced and there are workers
+	// available, one is to be enhanced
+	// b) if there are two buildings
+	// statistics percents are decisive
+	const Building_Index enhancement = site.site->descr().enhancement();
+	if (enhancement != INVALID_INDEX && (site.bo->cnt_built_ - site.bo->unoccupied_) > 1) {
+
+		Building_Index enbld = INVALID_INDEX;  // to get rid of this
+		BuildingObserver* bestbld = nullptr;
+
+		// Only enhance buildings that are allowed (scenario mode)
+		// do not do decisions to fast
+		if (player_->is_building_type_allowed(enhancement)) {
+
+			const BuildingDescr& bld = *tribe_->get_building_descr(enhancement);
+			BuildingObserver& en_bo = get_building_observer(bld.name().c_str());
+
+			if (gametime - en_bo.construction_decision_time_ >=
+			       kBuildingMinInterval && (en_bo.cnt_under_construction_ + en_bo.unoccupied_) ==
+			    0) {
+
+				// don't upgrade without workers
+				if (site.site->has_workers(enhancement, game())) {
+
+					// forcing first upgrade
+					if (en_bo.cnt_built_ == 0 && !mines_.empty()) {
+						enbld = enhancement;
+						bestbld = &en_bo;
+					}
+
+					// if the decision was not made yet, consider normal upgrade
+					if (enbld == INVALID_INDEX) {
+						// compare the performance %
+						if (static_cast<int32_t>(en_bo.current_stats_) -
+						       static_cast<int32_t>(site.bo->current_stats_) >
+						    20) {
+
+							enbld = enhancement;
+							bestbld = &en_bo;
+						}
+					}
+				}
+			}
+
+			// Enhance if enhanced building is useful
+			// additional: we dont want to lose the old building
+			if (enbld != INVALID_INDEX) {
+				game().send_player_enhance_building(*site.site, enbld);
+				bestbld->construction_decision_time_ = gametime;
+
+				return true;
+			}
+		}
+	}
 
 	// Lumberjack / Woodcutter handling
 	if (site.bo->need_trees_) {
@@ -1865,9 +1984,8 @@
 
 	// Wells handling
 	if (site.bo->mines_water_) {
-		if (site.unoccupied_till_ + 6 * 60 * 1000 < game().get_gametime()
-		                                            && site.site->get_statistics_percent() ==
-		    0) {
+		if (site.unoccupied_till_ + 6 * 60 * 1000 < game().get_gametime() &&
+		    site.site->get_statistics_percent() == 0) {
 			site.bo->last_dismantle_time_ = game().get_gametime();
 			flags_to_be_removed.push_back(site.site->base_flag().get_position());
 			game().send_player_dismantle(*site.site);
@@ -1883,6 +2001,7 @@
 		if (map.find_immovables(
 		       Area<FCoords>(map.get_fcoords(site.site->get_position()), radius),
 		       nullptr,
+
 				 FindImmovableAttribute(MapObjectDescr::get_attribute_id("granite"))) == 0) {
 			// destruct the building and it's flag (via flag destruction)
 			// the destruction of the flag avoids that defaultAI will have too many
@@ -1892,9 +2011,8 @@
 			return true;
 		}
 
-		if (site.unoccupied_till_ + 6 * 60 * 1000 < game().get_gametime()
-		                                            && site.site->get_statistics_percent() ==
-		    0) {
+		if (site.unoccupied_till_ + 6 * 60 * 1000 < game().get_gametime() &&
+		    site.site->get_statistics_percent() == 0) {
 			// it is possible that there are stones but quary is not able to mine them
 			site.bo->last_dismantle_time_ = game().get_gametime();
 			flags_to_be_removed.push_back(site.site->base_flag().get_position());
@@ -1908,13 +2026,14 @@
 
 	// All other SPACE_CONSUMERS without input and above target_count
 	if (site.bo->inputs_.empty()  // does not consume anything
-	    && site.bo->production_hint_ ==
-	    -1  // not a renewing building (forester...)
-	          && site.unoccupied_till_ +
-	          10 * 60 * 1000 <
-	       game().get_gametime()               // > 10 minutes old
-	       && site.site->can_start_working()  // building is occupied
-	       && site.bo->space_consumer_ && !site.bo->plants_trees_) {
+	    &&
+	    site.bo->production_hint_ == -1  // not a renewing building (forester...)
+	    &&
+	    site.unoccupied_till_ + 10 * 60 * 1000 < game().get_gametime()  // > 10 minutes old
+	    &&
+	    site.site->can_start_working()  // building is occupied
+	    &&
+	    site.bo->space_consumer_ && !site.bo->plants_trees_) {
 
 		// if we have more buildings then target
 		if (site.bo->cnt_built_ > site.bo->cnt_target_) {
@@ -1923,8 +2042,8 @@
 				site.bo->stocklevel_time = game().get_gametime();
 			}
 
-			if (site.site->get_statistics_percent()<
-			       30 && site.bo->stocklevel_> 100) {  // production stats == 0%
+			if (site.site->get_statistics_percent() < 30 &&
+			    site.bo->stocklevel_ > 100) {  // production stats == 0%
 				site.bo->last_dismantle_time_ = game().get_gametime();
 				flags_to_be_removed.push_back(site.site->base_flag().get_position());
 				game().send_player_dismantle(*site.site);
@@ -1932,8 +2051,8 @@
 			}
 		}
 
-		// regardless of count of sites a building can be dismanteld if it performs too bad
-		if (site.site->get_statistics_percent() <= 10) {
+		// a building can be dismanteld if it performs too bad, if it is not the last one
+		if (site.site->get_statistics_percent() <= 10 && site.bo->total_count() > 1) {
 
 			flags_to_be_removed.push_back(site.site->base_flag().get_position());
 			game().send_player_dismantle(*site.site);
@@ -1944,12 +2063,11 @@
 	}
 
 	// buildings with inputs_, checking if we can a dismantle some due to low performance
-	if (!site.bo->inputs_.empty() && (site.bo->cnt_built_ - site.bo->unoccupied_) >=
-	    3 && site.site->can_start_working() && site.site->get_statistics_percent() <
-	    20 &&                             // statistics for the building
-	       site.bo->current_stats_<30 &&  // overall statistics
-	                               (game().get_gametime() - site.unoccupied_till_)> 10 *
-	       60 * 1000) {
+	if (!site.bo->inputs_.empty() && (site.bo->cnt_built_ - site.bo->unoccupied_) >= 3 &&
+	    site.site->can_start_working() &&
+	    site.site->get_statistics_percent() < 20 &&  // statistics for the building
+	    site.bo->current_stats_ < 30 &&              // overall statistics
+	    (game().get_gametime() - site.unoccupied_till_) > 10 * 60 * 1000) {
 
 		site.bo->last_dismantle_time_ = game().get_gametime();
 		flags_to_be_removed.push_back(site.site->base_flag().get_position());
@@ -1959,13 +2077,11 @@
 
 	// remaining buildings without inputs and not supporting ones (fishers only left probably and
 	// huters)
-	// first if is only for log, second one is "executive"
 
-	if (site.bo->inputs_.size() ==
-	    0 && site.bo->production_hint_ <
-	       0 && site.site->can_start_working()
-	       && !site.bo->space_consumer_ && site.site->get_statistics_percent() <
-	       10 && ((game().get_gametime() - site.built_time_) > 10 * 60 * 1000)) {
+	if (site.bo->inputs_.size() == 0 && site.bo->production_hint_ < 0 &&
+	    site.site->can_start_working() && !site.bo->space_consumer_ &&
+	    site.site->get_statistics_percent() < 10 &&
+	    ((game().get_gametime() - site.built_time_) > 10 * 60 * 1000)) {
 
 		site.bo->last_dismantle_time_ = game().get_gametime();
 		flags_to_be_removed.push_back(site.site->base_flag().get_position());
@@ -1984,7 +2100,6 @@
 
 		uint16_t score = site.bo->stocklevel_;
 
-
 		if (score > 150 && site.bo->cnt_built_ > site.bo->cnt_target_) {
 
 			site.bo->last_dismantle_time_ = game().get_gametime();
@@ -2004,73 +2119,6 @@
 		}
 	}
 
-	// Upgrading policy
-	// a) if there are two buildings and none enhanced, one is enhanced
-	// b) if there are two buildings and at least one functional
-	// statistics percents are decisive
-
-	// do not upgrade if current building is only one in operation
-	if ((site.bo->cnt_built_ - site.bo->unoccupied_) <= 1)
-		return false;
-
-	// Check whether building is enhanceable and if wares of the enhanced
-	// buildings are needed. If yes consider an upgrade.
-	const Building_Index enhancement = site.site->descr().enhancement();
-	Building_Index enbld = INVALID_INDEX;  // to get rid of this
-	BuildingObserver* bestbld = nullptr;
-
-	// Only enhance buildings that are allowed (scenario mode)
-	if (player_->is_building_type_allowed(enhancement)) {
-		const BuildingDescr& bld = *tribe_->get_building_descr(enhancement);
-		BuildingObserver& en_bo = get_building_observer(bld.name().c_str());
-
-		// do not build the same building so soon (kind of duplicity check)
-		if (gametime - en_bo.construction_decision_time_ >= kBuildingMinInterval)
-			{
-			// Don't enhance this building, if there is already one of same type
-			// under construction or unoccupied_
-			if (en_bo.cnt_under_construction_ + en_bo.unoccupied_ <= 0)
-				{
-				// don't upgrade without workers
-				if (site.site->has_workers(enhancement, game()))
-					{
-					// forcing first upgrade
-					if ((en_bo.cnt_under_construction_ + en_bo.cnt_built_ + en_bo.unoccupied_) == 0
-						&& (site.bo->cnt_built_ - site.bo->unoccupied_) >= 1
-						&& (game().get_gametime() - site.unoccupied_till_) > 30 * 60 * 1000
-						&& !mines_.empty())
-					{
-						game().send_player_enhance_building(*site.site, enhancement);
-						return true;
-					}
-				}
-			}
-		}
-
-		// now, let consider normal upgrade
-		// do not upgrade if candidate production % is too low
-		if ((en_bo.cnt_built_ - en_bo.unoccupied_) != 0
-			|| (en_bo.cnt_under_construction_ + en_bo.unoccupied_) <= 0
-			|| en_bo.current_stats_ >= 50) {
-
-			if (en_bo.current_stats_ > 65
-				&& ((en_bo.current_stats_ - site.bo->current_stats_) + // priority for enhancement
-					(en_bo.current_stats_ - 65)) > 0)
-			{
-				enbld = enhancement;
-				bestbld = &en_bo;
-			}
-		}
-	}
-
-	// Enhance if enhanced building is useful
-	// additional: we dont want to lose the old building
-	if (enbld != INVALID_INDEX) {
-		game().send_player_enhance_building(*site.site, enbld);
-		bestbld->construction_decision_time_ = gametime;
-		changed = true;
-	}
-
 	return changed;
 }
 
@@ -2102,18 +2150,53 @@
 		return true;
 	}
 
+	// dont check the performance too soon
+	if (site.built_time_ + 5 * 60 * 1000 > gametime)
+		return false;
+
 	// It takes some time till performance gets to 0
 	// so I use 40% as a limit to check if there are some resources left
 	if (site.site->get_statistics_percent() > 40)
 		return false;
 
-	// Check if mine ran out of resources
-	uint8_t current = field->get_resources_amount();
-
-	if (current < 1) {
-		// destruct the building and it's flag (via flag destruction)
-		// the destruction of the flag avoids that defaultAI will have too many
-		// unused roads - if needed the road will be rebuild directly.
+	// Check if mine stil can mine resources
+	uint32_t starting_resources = 0;
+	uint32_t remaining_resources = 0;
+	const uint8_t mined_resource = field->get_resources();
+
+	MapRegion<Area<FCoords>> mr(map, Area<FCoords>(map.get_fcoords(site.site->get_position()), 6));
+	do {
+		uint8_t fres = mr.location().field->get_resources();
+		uint32_t amount = mr.location().field->get_resources_amount();
+		uint32_t start_amount = mr.location().field->get_starting_res_amount();
+
+		if (fres != mined_resource) {
+			amount = 0;
+			start_amount = 0;
+		}
+
+		remaining_resources += amount;
+		starting_resources += start_amount;
+	} while (mr.advance(map));
+
+	bool mine_can_mine = true;
+	if (((starting_resources - remaining_resources) * 100 / starting_resources) + 4 >
+	    site.bo->mines_percent_) {
+		mine_can_mine = false;
+	}
+
+	// if mine can mine - probably food is missing
+	if (mine_can_mine)
+		return false;
+
+	if (site.bo->stocklevel_time < game().get_gametime() - 5 * 1000) {
+		site.bo->stocklevel_ = get_stocklevel_by_hint(site.bo->production_hint_);
+		site.bo->stocklevel_time = game().get_gametime();
+	}
+
+	// if mine can not mine anymore, but we have enough stock
+	if (!mine_can_mine && site.bo->stocklevel_ > 100) {
+		// dismantle mine
 		flags_to_be_removed.push_back(site.site->base_flag().get_position());
 		game().send_player_dismantle(*site.site);
 
@@ -2122,44 +2205,40 @@
 
 	// Check whether building is enhanceable. If yes consider an upgrade.
 	const Building_Index enhancement = site.site->descr().enhancement();
-	Building_Index enbld = INVALID_INDEX;
-	BuildingObserver* bestbld = nullptr;
+
+	// if no enhancement is possible
+	if (enhancement == INVALID_INDEX) {
+		flags_to_be_removed.push_back(site.site->base_flag().get_position());
+		game().send_player_dismantle(*site.site);
+		site.bo->construction_decision_time_ = gametime;
+		return false;
+	}
+
+	// Building_Index enbld = INVALID_INDEX;
+	// BuildingObserver* bestbld = nullptr;
 	bool changed = false;
-	// Only enhance buildings that are allowed (scenario mode)
 	if (player_->is_building_type_allowed(enhancement)) {
 		// first exclude possibility there are enhancements in construction or unoccupied_
 		const BuildingDescr& bld = *tribe_->get_building_descr(enhancement);
 		BuildingObserver& en_bo = get_building_observer(bld.name().c_str());
 
-		if (en_bo.unoccupied_ + en_bo.cnt_under_construction_ <= 0)
-		{
-		// do not upgrade target building are not working properly (probably do not have food)
-			if (en_bo.cnt_built_ <= 0 && en_bo.current_stats_ >= 60)
-			{
-				// do not build the same building so soon (kind of duplicity check)
-				if (gametime - en_bo.construction_decision_time_ >= kBuildingMinInterval)
-				{
-					// Check if mine needs an enhancement to mine more resources
-					uint8_t const until =
-					field->get_starting_res_amount() * (100 - site.bo->mines_percent_) / 100;
+		// if it is too soon for enhancement and making sure there are no unoccupied mines
+		if (gametime - en_bo.construction_decision_time_ >= kBuildingMinInterval &&
+		    en_bo.unoccupied_ + en_bo.cnt_under_construction_ == 0) {
 
-					if (until >= current) {
-							enbld = enhancement;
-							bestbld = &en_bo;
-					}
-				}
+			// now verify that there are enough workers
+			if (site.site->has_workers(enhancement, game())) {  // enhancing
+				game().send_player_enhance_building(*site.site, enhancement);
+				en_bo.construction_decision_time_ = gametime;
+				changed = true;
+			} else if (gametime % 40 == 0) {  // dismantling with low probability
+				flags_to_be_removed.push_back(site.site->base_flag().get_position());
+				game().send_player_dismantle(*site.site);
+				site.bo->construction_decision_time_ = gametime;
 			}
 		}
 	}
 
-	// Enhance if enhanced building is useful and possible
-	if (enbld != INVALID_INDEX) {
-		game().send_player_enhance_building(*site.site, enbld);
-		bestbld->construction_decision_time_ = gametime;
-		changed = true;
-
-	}
-
 	return changed;
 }
 
@@ -2222,16 +2301,6 @@
 		if (it->site->stationedSoldiers().size() == 0)
 			unstationed_milit_buildings_ += 1;
 
-	// count militarysites in construction
-	military_under_constr_ = 0;
-
-	for (uint32_t j = 0; j < buildings_.size(); ++j) {
-		BuildingObserver& bo = buildings_.at(j);
-
-		if (bo.type == BuildingObserver::MILITARYSITE)
-			military_under_constr_ += bo.cnt_under_construction_;
-	}
-
 	// Only useable, if defaultAI owns at least one militarysite
 	if (militarysites.empty())
 		return false;
@@ -2242,13 +2311,11 @@
 	MilitarySite* ms = militarysites.front().site;
 	uint32_t const vision = ms->descr().vision_range();
 	FCoords f = map.get_fcoords(ms->get_position());
-	// look if there is any enemy land nearby
-	// FindNodeEnemy find_enemy(player, game());
-	// look if there is any enemies building
+	// look if there are any enemies building
 	FindNodeEnemiesBuilding find_enemy(player_, game());
 
 	// first if there are enemies nearby, check for buildings not land
-	if (map.find_fields(Area<FCoords>(f, vision + 2), nullptr, find_enemy) == 0) {
+	if (map.find_fields(Area<FCoords>(f, vision + 4), nullptr, find_enemy) == 0) {
 		// If no enemy in sight - decrease the number of stationed soldiers
 		// as long as it is > 1 - BUT take care that there is a warehouse in the
 		// same economy where the thrown out soldiers can go to.
@@ -2269,9 +2336,14 @@
 				update_buildable_field(bf, vision, true);
 				const int32_t size_penalty = ms->get_size() - 1;
 
-				if (bf.military_capacity_ > 9 && bf.military_presence_ >
-				    3 && bf.military_loneliness_<160 && bf.military_stationed_>(2 + size_penalty)) {
+				int16_t score = 0;  // <<=========
+				score += (bf.military_capacity_ > 9);
+				score += (bf.military_presence_ > 3);
+				score += (bf.military_loneliness_ < 160);
+				score += (bf.military_stationed_ > (2 + size_penalty));
+				score += 2 * (bf.unowned_land_nearby_ < 10);
 
+				if (score >= 5) {
 					if (ms->get_playercaps() & Widelands::Building::PCap_Dismantle) {
 						flags_to_be_removed.push_back(ms->base_flag().get_position());
 						game().send_player_dismantle(*ms);
@@ -2289,14 +2361,16 @@
 		uint32_t const j = ms->maxSoldierCapacity();
 		uint32_t const k = ms->soldierCapacity();
 
-		if (j > k)
-			// game().send_player_change_soldier_capacity(*ms, j - k);
-
-			if (MilitarySite::kPrefersHeroes != ms->get_soldier_preference())
-				game().send_player_militarysite_set_soldier_preference(
-				   *ms, MilitarySite::kPrefersHeroes);
-
-		changed = true;
+		if (j > k) {
+			game().send_player_change_soldier_capacity(*ms, j - k);
+			changed = true;
+		}
+
+		// and also set preference to Heroes
+		if (MilitarySite::kPrefersHeroes != ms->get_soldier_preference()) {
+			game().send_player_militarysite_set_soldier_preference(*ms, MilitarySite::kPrefersHeroes);
+			changed = true;
+		}
 	}
 
 	// reorder:;
@@ -2391,7 +2465,8 @@
 void DefaultAI::consider_productionsite_influence(BuildableField& field,
                                                   Coords coords,
                                                   const BuildingObserver& bo) {
-	if (bo.space_consumer_ && game().map().calc_distance(coords, field.coords) < 4)
+	if (bo.space_consumer_ && !bo.plants_trees_ &&
+	    game().map().calc_distance(coords, field.coords) < 8)
 		++field.space_consumers_nearby_;
 
 	for (size_t i = 0; i < bo.inputs_.size(); ++i)
@@ -2440,8 +2515,8 @@
 	else if (upcast(Flag const, flag, &pi)) {
 		for (EconomyObserver* eco_obs : economies) {
 			for (std::list<Flag const*>::iterator flag_iter = eco_obs->flags.begin();
-				  flag_iter != eco_obs->flags.end();
-				  ++flag_iter) {
+			     flag_iter != eco_obs->flags.end();
+			     ++flag_iter) {
 				if (*flag_iter == flag) {
 					eco_obs->flags.erase(flag_iter);
 					return;
@@ -2449,8 +2524,8 @@
 			}
 		}
 		for (std::list<Flag const*>::iterator flag_iter = new_flags.begin();
-			  flag_iter != new_flags.end();
-			  ++flag_iter) {
+		     flag_iter != new_flags.end();
+		     ++flag_iter) {
 			if (*flag_iter == flag) {
 				new_flags.erase(flag_iter);
 				return;
@@ -2469,6 +2544,11 @@
 		   get_building_observer(ref_cast<ConstructionSite, Building>(b).building().name().c_str());
 		++target_bo.cnt_under_construction_;
 		++num_constructionsites_;
+		if (target_bo.type == BuildingObserver::PRODUCTIONSITE)
+			++num_prod_constructionsites;
+		if (target_bo.type == BuildingObserver::MILITARYSITE)
+			++num_milit_constructionsites;
+
 		// Let defaultAI try to directly connect the constructionsite
 		next_road_due_ = game().get_gametime();
 	} else {
@@ -2504,6 +2584,7 @@
 			militarysites.back().bo = &bo;
 			militarysites.back().checks = bo.desc->get_size();
 			militarysites.back().enemies_nearby = true;
+
 		} else if (bo.type == BuildingObserver::WAREHOUSE)
 			++numof_warehouses_;
 	}
@@ -2518,6 +2599,11 @@
 		   ref_cast<ConstructionSite const, Building const>(b).building().name().c_str());
 		--target_bo.cnt_under_construction_;
 		--num_constructionsites_;
+		if (target_bo.type == BuildingObserver::PRODUCTIONSITE)
+			--num_prod_constructionsites;
+		if (target_bo.type == BuildingObserver::MILITARYSITE)
+			--num_milit_constructionsites;
+
 	} else {
 		--bo.cnt_built_;
 
@@ -2550,6 +2636,7 @@
 			for (uint32_t i = 0; i < bo.inputs_.size(); ++i)
 				--wares.at(bo.inputs_.at(i)).consumers_;
 		} else if (bo.type == BuildingObserver::MILITARYSITE) {
+
 			for (std::list<MilitarySiteObserver>::iterator i = militarysites.begin();
 			     i != militarysites.end();
 			     ++i)
@@ -2577,9 +2664,9 @@
 	for (const int16_t& temp_inputs : bo.inputs_) {
 		for (const BuildingObserver& temp_building : buildings_) {
 			if (temp_building.cnt_built_ &&
-				 std::find(temp_building.outputs_.begin(), temp_building.outputs_.end(), temp_inputs) !=
-					 temp_building.outputs_.end() &&
-				 check_supply(temp_building)) {
+			    std::find(temp_building.outputs_.begin(), temp_building.outputs_.end(), temp_inputs) !=
+			       temp_building.outputs_.end() &&
+			    check_supply(temp_building)) {
 				++supplied;
 				break;
 			}
@@ -2640,7 +2727,6 @@
 		} else {
 			player_attackable[j - 1] = false;
 		}
-
 	}
 
 	if (!any_attackable) {
@@ -2781,3 +2867,28 @@
 		return false;
 	}
 }
+
+// This is used for profiling, so usually this is not used :)
+void DefaultAI::print_land_stats() {
+	// this will just print statistics of land size
+	// intended for AI development only
+	uint32_t plr_in_game = 0;
+	uint32_t sum_l = 0;
+	uint32_t count_l = 0;
+	uint32_t sum_m = 0;
+	uint32_t count_m = 0;
+	Player_Number const nr_players = game().map().get_nrplayers();
+	iterate_players_existing_novar(p, nr_players, game())++ plr_in_game;
+	const Game::General_Stats_vector& genstats = game().get_general_statistics();
+	for (uint8_t j = 1; j <= plr_in_game; ++j) {
+		log(" player: %1d, landsize: %5d, military strength: %3d\n",
+		       j,
+		       genstats[j - 1].land_size.back(),
+		       genstats[j - 1].miltary_strength.back());
+		sum_l += genstats[j - 1].land_size.back();
+		count_l += 1;
+		sum_m += genstats[j - 1].miltary_strength.back();
+		count_m += 1;
+	}
+	log(" Average: Landsize: %5d, military strenght: %3d\n", sum_l / count_l, sum_m / count_m);
+}

=== modified file 'src/ai/defaultai.h'
--- src/ai/defaultai.h	2014-07-26 10:43:23 +0000
+++ src/ai/defaultai.h	2014-07-29 20:53:33 +0000
@@ -127,7 +127,7 @@
 	bool construct_roads(int32_t);
 	bool improve_roads(int32_t);
 
-	bool improve_transportation_ways(const Widelands::Flag&);
+	bool improve_transportation_ways(const Widelands::Flag&, bool force);
 	bool connect_flag_to_another_economy(const Widelands::Flag&);
 
 	bool check_economies();
@@ -157,6 +157,8 @@
 
 	bool consider_attack(int32_t);
 
+	void print_land_stats();
+
 private:
 	// Variables of default AI
 	uint8_t type_;
@@ -169,6 +171,8 @@
 
 	std::vector<BuildingObserver> buildings_;
 	uint32_t num_constructionsites_;
+	uint32_t num_milit_constructionsites;
+	uint32_t num_prod_constructionsites;
 
 	std::list<Widelands::FCoords> unusable_fields;
 	std::list<BuildableField*> buildable_fields;
@@ -195,7 +199,7 @@
 	int32_t next_helpersites_check_due_;
 	int32_t inhibit_road_building_;
 	int32_t time_of_last_construction_;
-	int32_t next_wood_cutting_check_due_;
+	int32_t enemy_last_seen_;
 
 	uint16_t numof_warehouses_;
 
@@ -206,8 +210,10 @@
 	uint16_t military_last_dismantle_;
 	int32_t military_last_build_;  // sometimes expansions just stops, this is time of last military
 	                               // building build
+	int32_t spots_;                // sum of buildable fields
 
-	std::unique_ptr<Notifications::Subscriber<Widelands::NoteFieldPossession>> field_possession_subscriber_;
+	std::unique_ptr<Notifications::Subscriber<Widelands::NoteFieldPossession>>
+	field_possession_subscriber_;
 	std::unique_ptr<Notifications::Subscriber<Widelands::NoteImmovable>> immovable_subscriber_;
 };
 

=== modified file 'tribes/atlanteans/armorsmithy/conf'
--- tribes/atlanteans/armorsmithy/conf	2014-05-27 14:14:14 +0000
+++ tribes/atlanteans/armorsmithy/conf	2014-07-29 20:53:33 +0000
@@ -3,7 +3,7 @@
 output=steel_shield
 
 [aihints]
-build_material=false
+prohibited_till=900
 
 [buildcost]
 log=2

=== modified file 'tribes/atlanteans/bakery/conf'
--- tribes/atlanteans/bakery/conf	2014-07-14 10:45:44 +0000
+++ tribes/atlanteans/bakery/conf	2014-07-29 20:53:33 +0000
@@ -2,8 +2,8 @@
 output=bread
 
 [aihints]
-build_material=false
-is_food_basic=true
+forced_after=1200
+prohibited_till=900
 
 [buildcost]
 log=2

=== modified file 'tribes/atlanteans/blackroot_farm/conf'
--- tribes/atlanteans/blackroot_farm/conf	2014-07-28 12:48:04 +0000
+++ tribes/atlanteans/blackroot_farm/conf	2014-07-29 20:53:33 +0000
@@ -2,8 +2,8 @@
 output=blackroot
 
 [aihints]
+prohibited_till=600
 space_consumer=true
-build_material=false
 
 [buildcost]
 planks=3

=== modified file 'tribes/atlanteans/burners_house/conf'
--- tribes/atlanteans/burners_house/conf	2014-07-28 10:10:51 +0000
+++ tribes/atlanteans/burners_house/conf	2014-07-29 20:53:33 +0000
@@ -2,7 +2,7 @@
 output=coal
 
 [aihints]
-build_material=false
+prohibited_till=1200
 
 [buildcost]
 log=2

=== modified file 'tribes/atlanteans/castle/conf'
--- tribes/atlanteans/castle/conf	2014-07-28 12:48:04 +0000
+++ tribes/atlanteans/castle/conf	2014-07-29 20:53:33 +0000
@@ -13,6 +13,7 @@
 expansion=true
 fighting=true
 mountain_conqueror=true
+prohibited_till=1800
 
 [buildcost]
 planks=4

=== modified file 'tribes/atlanteans/coalmine/conf'
--- tribes/atlanteans/coalmine/conf	2014-07-28 18:31:33 +0000
+++ tribes/atlanteans/coalmine/conf	2014-07-29 20:53:33 +0000
@@ -3,6 +3,7 @@
 
 [aihints]
 mines=coal
+prohibited_till=1200
 
 [buildcost]
 log=7

=== modified file 'tribes/atlanteans/cornflour/conf'
--- tribes/atlanteans/cornflour/conf	2014-07-28 14:04:36 +0000
+++ tribes/atlanteans/cornflour/conf	2014-07-29 20:53:33 +0000
@@ -1,7 +1,7 @@
 help=_Cornflour is produced in a mill out of corn and is one of three parts of the Atlantean bread produced in bakeries.
 
 default_target_quantity=15
-preciousness=2
+preciousness=7
 
 [idle]
 pics=idle.png

=== modified file 'tribes/atlanteans/crystalmine/conf'
--- tribes/atlanteans/crystalmine/conf	2014-07-28 18:31:33 +0000
+++ tribes/atlanteans/crystalmine/conf	2014-07-29 20:53:33 +0000
@@ -5,6 +5,7 @@
 
 [aihints]
 mines=granite
+prohibited_till=600
 
 [buildcost]
 log=7

=== modified file 'tribes/atlanteans/farm/conf'
--- tribes/atlanteans/farm/conf	2014-07-28 10:10:51 +0000
+++ tribes/atlanteans/farm/conf	2014-07-29 20:53:33 +0000
@@ -3,8 +3,9 @@
 
 [aihints]
 space_consumer=true
-is_basic=true # farm needs spidercloth to be build and spidercloth needs
+forced_after=180 # farm needs spidercloth to be build and spidercloth needs
               # corn for production -> farm should be build ASAP!
+prohibited_till=120
 
 [buildcost]
 log=3

=== modified file 'tribes/atlanteans/fish_breeders_house/conf'
--- tribes/atlanteans/fish_breeders_house/conf	2014-07-28 10:10:51 +0000
+++ tribes/atlanteans/fish_breeders_house/conf	2014-07-29 20:53:33 +0000
@@ -1,9 +1,9 @@
 size=small
 
 [aihints]
-build_material=false
 needs_water=true
 renews_map_resource=fish
+prohibited_till=900
 
 [buildcost]
 log=1

=== modified file 'tribes/atlanteans/fishers_house/conf'
--- tribes/atlanteans/fishers_house/conf	2014-07-28 10:10:51 +0000
+++ tribes/atlanteans/fishers_house/conf	2014-07-29 20:53:33 +0000
@@ -2,8 +2,8 @@
 output=fish
 
 [aihints]
-build_material=false
 needs_water=true
+prohibited_till=600
 
 [buildcost]
 log=1

=== modified file 'tribes/atlanteans/foresters_house/conf'
--- tribes/atlanteans/foresters_house/conf	2014-07-28 10:10:51 +0000
+++ tribes/atlanteans/foresters_house/conf	2014-07-29 20:53:33 +0000
@@ -3,6 +3,7 @@
 [aihints]
 space_consumer=true
 renews_map_resource=log
+prohibited_till=50
 
 [buildcost]
 log=1

=== modified file 'tribes/atlanteans/gold-spinning-mill/conf'
--- tribes/atlanteans/gold-spinning-mill/conf	2014-07-15 05:12:37 +0000
+++ tribes/atlanteans/gold-spinning-mill/conf	2014-07-29 20:53:33 +0000
@@ -2,7 +2,7 @@
 output=goldyarn
 
 [aihints]
-build_material=false
+prohibited_till=600
 
 [buildcost]
 log=2

=== modified file 'tribes/atlanteans/goldmine/conf'
--- tribes/atlanteans/goldmine/conf	2014-07-28 18:31:33 +0000
+++ tribes/atlanteans/goldmine/conf	2014-07-29 20:53:33 +0000
@@ -2,8 +2,8 @@
 output=goldore
 
 [aihints]
-build_material=false
 mines=gold
+prohibited_till=1200
 
 [buildcost]
 log=7

=== modified file 'tribes/atlanteans/horsefarm/conf'
--- tribes/atlanteans/horsefarm/conf	2014-07-14 10:45:44 +0000
+++ tribes/atlanteans/horsefarm/conf	2014-07-29 20:53:33 +0000
@@ -2,7 +2,6 @@
 output=horse
 
 [aihints]
-build_material=false
 recruitment=true
 
 [buildcost]

=== modified file 'tribes/atlanteans/hunters_house/conf'
--- tribes/atlanteans/hunters_house/conf	2014-07-28 18:31:33 +0000
+++ tribes/atlanteans/hunters_house/conf	2014-07-29 20:53:33 +0000
@@ -2,7 +2,7 @@
 output=meat
 
 [aihints]
-build_material=false
+prohibited_till=60
 
 [buildcost]
 log=1

=== modified file 'tribes/atlanteans/ironmine/conf'
--- tribes/atlanteans/ironmine/conf	2014-07-28 18:31:33 +0000
+++ tribes/atlanteans/ironmine/conf	2014-07-29 20:53:33 +0000
@@ -2,8 +2,8 @@
 output=ironore
 
 [aihints]
-build_material=false
 mines=iron
+prohibited_till=1200
 
 [buildcost]
 log=7

=== modified file 'tribes/atlanteans/labyrinth/conf'
--- tribes/atlanteans/labyrinth/conf	2014-03-17 17:23:26 +0000
+++ tribes/atlanteans/labyrinth/conf	2014-07-29 20:53:33 +0000
@@ -91,3 +91,6 @@
 [idle]
 pics=labyrinth_i_??.png  # ???
 hotspot=80 88
+
+[aihints]
+prohibited_till=2700

=== modified file 'tribes/atlanteans/mill/conf'
--- tribes/atlanteans/mill/conf	2014-07-28 10:10:51 +0000
+++ tribes/atlanteans/mill/conf	2014-07-29 20:53:33 +0000
@@ -3,7 +3,6 @@
 output=blackrootflour
 
 [aihints]
-build_material=false
 
 [buildcost]
 log=3

=== modified file 'tribes/atlanteans/quarry/conf'
--- tribes/atlanteans/quarry/conf	2014-07-28 10:10:51 +0000
+++ tribes/atlanteans/quarry/conf	2014-07-29 20:53:33 +0000
@@ -2,7 +2,7 @@
 output=stone
 
 [aihints]
-is_basic=true
+forced_after=60
 stoneproducer=true
 
 [buildcost]

=== modified file 'tribes/atlanteans/sawmill/conf'
--- tribes/atlanteans/sawmill/conf	2014-07-14 10:45:44 +0000
+++ tribes/atlanteans/sawmill/conf	2014-07-29 20:53:33 +0000
@@ -2,7 +2,8 @@
 output=planks
 
 [aihints]
-is_basic=true
+forced_after=300
+prohibited_till=60
 
 [buildcost]
 log=2

=== modified file 'tribes/atlanteans/scouts_house/conf'
--- tribes/atlanteans/scouts_house/conf	2014-07-28 10:10:51 +0000
+++ tribes/atlanteans/scouts_house/conf	2014-07-29 20:53:33 +0000
@@ -1,7 +1,6 @@
 size=small
 
 [aihints]
-build_material=false
 
 [buildcost]
 log=2

=== modified file 'tribes/atlanteans/shipyard/conf'
--- tribes/atlanteans/shipyard/conf	2014-03-17 17:23:26 +0000
+++ tribes/atlanteans/shipyard/conf	2014-07-29 20:53:33 +0000
@@ -1,7 +1,6 @@
 size=medium
 
 [aihints]
-build_material=false
 needs_water=true
 
 [buildcost]

=== modified file 'tribes/atlanteans/smelting_works/conf'
--- tribes/atlanteans/smelting_works/conf	2014-07-28 10:10:51 +0000
+++ tribes/atlanteans/smelting_works/conf	2014-07-29 20:53:33 +0000
@@ -3,7 +3,7 @@
 output=gold
 
 [aihints]
-build_material=false
+prohibited_till=600
 
 [buildcost]
 log=1

=== modified file 'tribes/atlanteans/smokery/conf'
--- tribes/atlanteans/smokery/conf	2014-07-28 10:10:51 +0000
+++ tribes/atlanteans/smokery/conf	2014-07-29 20:53:33 +0000
@@ -3,8 +3,8 @@
 output=smoked_fish
 
 [aihints]
-build_material=false
-is_food_basic=true
+forced_after=900
+prohibited_till=60
 
 [buildcost]
 log=1

=== modified file 'tribes/atlanteans/spidercloth/conf'
--- tribes/atlanteans/spidercloth/conf	2014-07-28 14:04:36 +0000
+++ tribes/atlanteans/spidercloth/conf	2014-07-29 20:53:33 +0000
@@ -1,7 +1,7 @@
 help=_Spidercloth is made out of spideryarn in a weaving mill. It is used in the toolsmithy and the shipyard. Also some higher developed buildings need spidercloth for their construction.
 
 default_target_quantity=20
-preciousness=1
+preciousness=5
 
 [idle]
 pics=idle.png

=== modified file 'tribes/atlanteans/spiderfarm/conf'
--- tribes/atlanteans/spiderfarm/conf	2014-07-28 10:10:51 +0000
+++ tribes/atlanteans/spiderfarm/conf	2014-07-29 20:53:33 +0000
@@ -34,3 +34,7 @@
 [working]
 pics=spiderfarm_i_??.png  # ???
 hotspot=87 75
+
+[aihints]
+forced_after=60
+prohibited_till=60

=== modified file 'tribes/atlanteans/spideryarn/conf'
--- tribes/atlanteans/spideryarn/conf	2014-04-08 06:28:45 +0000
+++ tribes/atlanteans/spideryarn/conf	2014-07-29 20:53:33 +0000
@@ -1,7 +1,7 @@
 help=_This yarn is produced by spiders, which are bred by spider farms. It is processed into spidercloth in a weaving mill.
 
 default_target_quantity=10
-preciousness=2
+preciousness=11
 
 [idle]
 pics=idle.png

=== modified file 'tribes/atlanteans/toolsmithy/conf'
--- tribes/atlanteans/toolsmithy/conf	2014-07-28 10:10:51 +0000
+++ tribes/atlanteans/toolsmithy/conf	2014-07-29 20:53:33 +0000
@@ -13,8 +13,8 @@
 output=shovel
 
 [aihints]
-build_material=false
-is_basic=true
+forced_after=900
+prohibited_till=450
 
 [buildcost]
 log=1

=== modified file 'tribes/atlanteans/tower/conf'
--- tribes/atlanteans/tower/conf	2014-07-28 12:48:04 +0000
+++ tribes/atlanteans/tower/conf	2014-07-29 20:53:33 +0000
@@ -14,6 +14,7 @@
 [aihints]
 expansion=true
 mountain_conqueror=true
+prohibited_till=600
 
 [buildcost]
 log=2

=== modified file 'tribes/atlanteans/weaponsmithy/conf'
--- tribes/atlanteans/weaponsmithy/conf	2014-07-15 10:02:22 +0000
+++ tribes/atlanteans/weaponsmithy/conf	2014-07-29 20:53:33 +0000
@@ -6,7 +6,7 @@
 output=heavy_double_trident
 
 [aihints]
-build_material=false
+prohibited_till=900
 
 [buildcost]
 log=2

=== modified file 'tribes/atlanteans/weaving-mill/conf'
--- tribes/atlanteans/weaving-mill/conf	2014-07-28 10:10:51 +0000
+++ tribes/atlanteans/weaving-mill/conf	2014-07-29 20:53:33 +0000
@@ -4,7 +4,8 @@
 output=golden_tabard
 
 [aihints]
-is_basic=true
+forced_after=60
+prohibited_till=60
 
 [buildcost]
 log=3

=== modified file 'tribes/atlanteans/well/conf'
--- tribes/atlanteans/well/conf	2014-07-28 10:10:51 +0000
+++ tribes/atlanteans/well/conf	2014-07-29 20:53:33 +0000
@@ -3,6 +3,8 @@
 
 [aihints]
 mines_water=true
+forced_after=600
+prohibited_till=300
 
 [buildcost]
 log=2

=== modified file 'tribes/atlanteans/woodcutters_house/conf'
--- tribes/atlanteans/woodcutters_house/conf	2014-07-28 12:48:04 +0000
+++ tribes/atlanteans/woodcutters_house/conf	2014-07-29 20:53:33 +0000
@@ -2,8 +2,8 @@
 output=log
 
 [aihints]
-is_basic=true
 logproducer=true
+forced_after=0
 
 [buildcost]
 log=2

=== modified file 'tribes/barbarians/axfactory/conf'
--- tribes/barbarians/axfactory/conf	2014-07-28 12:48:04 +0000
+++ tribes/barbarians/axfactory/conf	2014-07-29 20:53:33 +0000
@@ -7,7 +7,6 @@
 enhancement=warmill
 
 [aihints]
-build_material=false
 
 [enhancement_cost]
 log=1

=== modified file 'tribes/barbarians/bakery/conf'
--- tribes/barbarians/bakery/conf	2014-07-28 10:10:51 +0000
+++ tribes/barbarians/bakery/conf	2014-07-29 20:53:33 +0000
@@ -2,7 +2,7 @@
 output=pittabread
 
 [aihints]
-build_material=false
+prohibited_till=600
 
 [buildcost]
 log=2

=== modified file 'tribes/barbarians/burners_house/conf'
--- tribes/barbarians/burners_house/conf	2014-07-28 10:10:51 +0000
+++ tribes/barbarians/burners_house/conf	2014-07-29 20:53:33 +0000
@@ -2,7 +2,7 @@
 output=coal
 
 [aihints]
-build_material=false
+prohibited_till=900
 
 [buildcost]
 log=3

=== modified file 'tribes/barbarians/cattlefarm/conf'
--- tribes/barbarians/cattlefarm/conf	2014-07-14 10:45:44 +0000
+++ tribes/barbarians/cattlefarm/conf	2014-07-29 20:53:33 +0000
@@ -2,7 +2,6 @@
 output=ox
 
 [aihints]
-build_material=false
 recruitment=true
 
 [buildcost]

=== modified file 'tribes/barbarians/coalmine/conf'
--- tribes/barbarians/coalmine/conf	2014-07-28 10:10:51 +0000
+++ tribes/barbarians/coalmine/conf	2014-07-29 20:53:33 +0000
@@ -5,6 +5,7 @@
 [aihints]
 mines=coal
 mines_percent=30
+prohibited_till=1200
 
 [buildcost]
 log=4

=== modified file 'tribes/barbarians/donjon/conf'
--- tribes/barbarians/donjon/conf	2014-07-28 12:48:04 +0000
+++ tribes/barbarians/donjon/conf	2014-07-29 20:53:33 +0000
@@ -14,6 +14,7 @@
 expansion=true
 fighting=true
 mountain_conqueror=true
+prohibited_till=1500
 
 [buildcost]
 blackwood=7

=== modified file 'tribes/barbarians/fishers_hut/conf'
--- tribes/barbarians/fishers_hut/conf	2014-07-28 10:10:51 +0000
+++ tribes/barbarians/fishers_hut/conf	2014-07-29 20:53:33 +0000
@@ -2,8 +2,8 @@
 output=fish
 
 [aihints]
-build_material=false
 needs_water=true
+prohibited_till=900
 
 [buildcost]
 log=4

=== modified file 'tribes/barbarians/fortress/conf'
--- tribes/barbarians/fortress/conf	2014-07-28 12:48:04 +0000
+++ tribes/barbarians/fortress/conf	2014-07-29 20:53:33 +0000
@@ -14,6 +14,7 @@
 expansion=true
 fighting=true
 mountain_conqueror=true
+prohibited_till=1800
 
 [buildcost]
 blackwood=9

=== modified file 'tribes/barbarians/gamekeepers_hut/conf'
--- tribes/barbarians/gamekeepers_hut/conf	2014-07-28 10:10:51 +0000
+++ tribes/barbarians/gamekeepers_hut/conf	2014-07-29 20:53:33 +0000
@@ -1,8 +1,8 @@
 size=small
 
 [aihints]
-build_material=false
 renews_map_resource=meat
+prohibited_till=900
 
 [buildcost]
 log=4

=== modified file 'tribes/barbarians/goldmine/conf'
--- tribes/barbarians/goldmine/conf	2014-07-28 10:10:51 +0000
+++ tribes/barbarians/goldmine/conf	2014-07-29 20:53:33 +0000
@@ -3,9 +3,9 @@
 enhancement=deep_goldmine
 
 [aihints]
-build_material=false
 mines=gold
 mines_percent=30
+prohibited_till=1200
 
 [buildcost]
 log=4

=== modified file 'tribes/barbarians/granitemine/conf'
--- tribes/barbarians/granitemine/conf	2014-07-28 10:10:51 +0000
+++ tribes/barbarians/granitemine/conf	2014-07-29 20:53:33 +0000
@@ -3,6 +3,7 @@
 
 [aihints]
 mines=granite
+prohibited_till=900
 
 [buildcost]
 log=4

=== modified file 'tribes/barbarians/hardener/conf'
--- tribes/barbarians/hardener/conf	2014-07-14 10:45:44 +0000
+++ tribes/barbarians/hardener/conf	2014-07-29 20:53:33 +0000
@@ -2,7 +2,7 @@
 output=blackwood
 
 [aihints]
-is_basic=true
+forced_after=0
 
 [buildcost]
 log=3

=== modified file 'tribes/barbarians/helmsmithy/conf'
--- tribes/barbarians/helmsmithy/conf	2014-07-14 10:45:44 +0000
+++ tribes/barbarians/helmsmithy/conf	2014-07-29 20:53:33 +0000
@@ -4,7 +4,7 @@
 output=warhelm
 
 [aihints]
-build_material=false
+prohibited_till=1200
 
 [buildcost]
 log=3

=== modified file 'tribes/barbarians/hunters_hut/conf'
--- tribes/barbarians/hunters_hut/conf	2014-07-28 10:10:51 +0000
+++ tribes/barbarians/hunters_hut/conf	2014-07-29 20:53:33 +0000
@@ -2,7 +2,7 @@
 output=meat
 
 [aihints]
-build_material=false
+prohibited_till=300
 
 [buildcost]
 log=4

=== modified file 'tribes/barbarians/lumberjacks_hut/conf'
--- tribes/barbarians/lumberjacks_hut/conf	2014-07-28 10:10:51 +0000
+++ tribes/barbarians/lumberjacks_hut/conf	2014-07-29 20:53:33 +0000
@@ -2,7 +2,7 @@
 output=log
 
 [aihints]
-is_basic=true
+forced_after=0
 logproducer=true
 
 [buildcost]

=== modified file 'tribes/barbarians/metalworks/conf'
--- tribes/barbarians/metalworks/conf	2014-07-28 12:48:04 +0000
+++ tribes/barbarians/metalworks/conf	2014-07-29 20:53:33 +0000
@@ -12,8 +12,8 @@
 enhancement=axfactory
 
 [aihints]
-build_material=false
-is_basic=true
+forced_after=300
+prohibited_till=120
 
 [buildcost]
 log=1

=== modified file 'tribes/barbarians/micro-brewery/conf'
--- tribes/barbarians/micro-brewery/conf	2014-07-14 10:45:44 +0000
+++ tribes/barbarians/micro-brewery/conf	2014-07-29 20:53:33 +0000
@@ -3,7 +3,7 @@
 enhancement=brewery
 
 [aihints]
-build_material=false
+prohibited_till=600
 
 [buildcost]
 log=3

=== modified file 'tribes/barbarians/oremine/conf'
--- tribes/barbarians/oremine/conf	2014-07-28 10:10:51 +0000
+++ tribes/barbarians/oremine/conf	2014-07-29 20:53:33 +0000
@@ -3,8 +3,8 @@
 enhancement=deep_oremine
 
 [aihints]
-build_material=false
 mines=iron
+prohibited_till=1200
 mines_percent=30
 
 [buildcost]

=== modified file 'tribes/barbarians/quarry/conf'
--- tribes/barbarians/quarry/conf	2014-07-28 10:10:51 +0000
+++ tribes/barbarians/quarry/conf	2014-07-29 20:53:33 +0000
@@ -2,7 +2,7 @@
 output=raw_stone
 
 [aihints]
-is_basic=true
+forced_after=0
 stoneproducer=true
 
 [buildcost]

=== modified file 'tribes/barbarians/reed_yard/conf'
--- tribes/barbarians/reed_yard/conf	2014-07-22 12:29:17 +0000
+++ tribes/barbarians/reed_yard/conf	2014-07-29 20:53:33 +0000
@@ -3,6 +3,7 @@
 
 [aihints]
 space_consumer=true
+forced_after=0
 
 [buildcost]
 log=5

=== modified file 'tribes/barbarians/scouts_hut/conf'
--- tribes/barbarians/scouts_hut/conf	2014-07-28 10:10:51 +0000
+++ tribes/barbarians/scouts_hut/conf	2014-07-29 20:53:33 +0000
@@ -1,7 +1,6 @@
 size=small
 
 [aihints]
-build_material=false
 
 [buildcost]
 log=2

=== modified file 'tribes/barbarians/shipyard/conf'
--- tribes/barbarians/shipyard/conf	2014-07-28 12:48:04 +0000
+++ tribes/barbarians/shipyard/conf	2014-07-29 20:53:33 +0000
@@ -1,7 +1,6 @@
 size=medium
 
 [aihints]
-build_material=false
 needs_water=true
 
 [buildcost]

=== modified file 'tribes/barbarians/smelting_works/conf'
--- tribes/barbarians/smelting_works/conf	2014-07-14 10:45:44 +0000
+++ tribes/barbarians/smelting_works/conf	2014-07-29 20:53:33 +0000
@@ -3,7 +3,7 @@
 output=gold
 
 [aihints]
-build_material=false
+prohibited_till=300
 
 [buildcost]
 log=3

=== modified file 'tribes/barbarians/tavern/conf'
--- tribes/barbarians/tavern/conf	2014-07-28 14:04:36 +0000
+++ tribes/barbarians/tavern/conf	2014-07-29 20:53:33 +0000
@@ -3,8 +3,7 @@
 enhancement=inn
 
 [aihints]
-build_material=false
-is_food_basic=true
+forced_after=900
 
 [buildcost]
 log=3

=== modified file 'tribes/barbarians/trainingcamp/conf'
--- tribes/barbarians/trainingcamp/conf	2014-07-28 12:48:04 +0000
+++ tribes/barbarians/trainingcamp/conf	2014-07-29 20:53:33 +0000
@@ -35,6 +35,9 @@
 min_level=0
 max_level=4
 
+[aihints]
+prohibited_till=2700
+
 [soldier hp]
 min_level=0
 max_level=2

=== modified file 'tribes/barbarians/warmill/conf'
--- tribes/barbarians/warmill/conf	2014-07-28 12:48:04 +0000
+++ tribes/barbarians/warmill/conf	2014-07-29 20:53:33 +0000
@@ -9,7 +9,6 @@
 enhanced_building=yes
 
 [aihints]
-build_material=false
 
 [enhancement_cost]
 log=1

=== modified file 'tribes/barbarians/weaving-mill/conf'
--- tribes/barbarians/weaving-mill/conf	2014-07-15 10:02:22 +0000
+++ tribes/barbarians/weaving-mill/conf	2014-07-29 20:53:33 +0000
@@ -2,7 +2,7 @@
 output=cloth
 
 [aihints]
-build_material=false
+prohibited_till=1200
 
 [buildcost]
 log=5

=== modified file 'tribes/barbarians/well/conf'
--- tribes/barbarians/well/conf	2014-07-28 10:10:51 +0000
+++ tribes/barbarians/well/conf	2014-07-29 20:53:33 +0000
@@ -2,8 +2,8 @@
 output=water
 
 [aihints]
-build_material=false
 mines_water=true
+prohibited_till=600
 
 [buildcost]
 log=4

=== modified file 'tribes/empire/armorsmithy/conf'
--- tribes/empire/armorsmithy/conf	2014-07-14 10:45:44 +0000
+++ tribes/empire/armorsmithy/conf	2014-07-29 20:53:33 +0000
@@ -5,7 +5,7 @@
 output=plate_armor
 
 [aihints]
-build_material=false
+prohibited_till=900
 
 [buildcost]
 log=2

=== modified file 'tribes/empire/bakery/conf'
--- tribes/empire/bakery/conf	2014-07-28 12:48:04 +0000
+++ tribes/empire/bakery/conf	2014-07-29 20:53:33 +0000
@@ -2,7 +2,7 @@
 output=bread
 
 [aihints]
-build_material=false
+prohibited_till=600
 
 [buildcost]
 log=2

=== modified file 'tribes/empire/beer/conf'
--- tribes/empire/beer/conf	2013-07-23 19:04:12 +0000
+++ tribes/empire/beer/conf	2014-07-29 20:53:33 +0000
@@ -1,7 +1,7 @@
 help=_This beer is produced in a brewery out of wheat and water. It is consumed by miners in coal and iron ore mines.
 
 default_target_quantity=15
-preciousness=2
+preciousness=5
 
 [idle]
 pics=idle.png

=== modified file 'tribes/empire/brewery/conf'
--- tribes/empire/brewery/conf	2014-07-28 10:10:51 +0000
+++ tribes/empire/brewery/conf	2014-07-29 20:53:33 +0000
@@ -2,8 +2,8 @@
 output=beer
 
 [aihints]
-build_material=false
-is_food_basic=true
+forced_after=900
+prohibited_till=600
 
 [buildcost]
 log=1

=== modified file 'tribes/empire/burners_house/conf'
--- tribes/empire/burners_house/conf	2014-07-28 10:10:51 +0000
+++ tribes/empire/burners_house/conf	2014-07-29 20:53:33 +0000
@@ -2,7 +2,7 @@
 output=coal
 
 [aihints]
-build_material=false
+prohibited_till=600
 
 [buildcost]
 log=2

=== modified file 'tribes/empire/coalmine/conf'
--- tribes/empire/coalmine/conf	2014-07-28 10:10:51 +0000
+++ tribes/empire/coalmine/conf	2014-07-29 20:53:33 +0000
@@ -5,6 +5,7 @@
 [aihints]
 mines=coal
 mines_percent=50
+prohibited_till=1200
 
 [buildcost]
 log=4

=== modified file 'tribes/empire/donkeyfarm/conf'
--- tribes/empire/donkeyfarm/conf	2014-07-14 10:45:44 +0000
+++ tribes/empire/donkeyfarm/conf	2014-07-29 20:53:33 +0000
@@ -2,7 +2,6 @@
 output=donkey
 
 [aihints]
-build_material=false
 recruitment=true
 
 [buildcost]

=== modified file 'tribes/empire/farm/conf'
--- tribes/empire/farm/conf	2014-07-22 12:29:17 +0000
+++ tribes/empire/farm/conf	2014-07-29 20:53:33 +0000
@@ -3,7 +3,7 @@
 
 [aihints]
 space_consumer=true
-is_food_basic=true
+forced_after=900
 
 [buildcost]
 wood=2

=== modified file 'tribes/empire/fishers_house/conf'
--- tribes/empire/fishers_house/conf	2014-07-28 10:10:51 +0000
+++ tribes/empire/fishers_house/conf	2014-07-29 20:53:33 +0000
@@ -2,8 +2,8 @@
 output=fish
 
 [aihints]
-build_material=false
 needs_water=true
+prohibited_till=600
 
 [buildcost]
 log=1

=== modified file 'tribes/empire/flour/conf'
--- tribes/empire/flour/conf	2013-07-23 19:04:12 +0000
+++ tribes/empire/flour/conf	2014-07-29 20:53:33 +0000
@@ -1,7 +1,7 @@
 help=_Flour is produced by the mill out of wheat and is needed in the bakery to produce the tasty Empire bread.
 
 default_target_quantity=20
-preciousness=3
+preciousness=5
 
 [idle]
 pics=flour_idle.png

=== modified file 'tribes/empire/fortress/conf'
--- tribes/empire/fortress/conf	2014-07-28 12:48:04 +0000
+++ tribes/empire/fortress/conf	2014-07-29 20:53:33 +0000
@@ -14,6 +14,7 @@
 expansion=true
 fighting=true
 mountain_conqueror=true
+prohibited_till=1500
 
 [buildcost]
 wood=5

=== modified file 'tribes/empire/goldmine/conf'
--- tribes/empire/goldmine/conf	2014-07-28 10:10:51 +0000
+++ tribes/empire/goldmine/conf	2014-07-29 20:53:33 +0000
@@ -3,9 +3,9 @@
 enhancement=deep_goldmine
 
 [aihints]
-build_material=false
 mines=gold
 mines_percent=50
+prohibited_till=1200
 
 [buildcost]
 log=4

=== modified file 'tribes/empire/hunters_house/conf'
--- tribes/empire/hunters_house/conf	2014-07-28 10:10:51 +0000
+++ tribes/empire/hunters_house/conf	2014-07-29 20:53:33 +0000
@@ -2,7 +2,6 @@
 output=meat
 
 [aihints]
-build_material=false
 
 [buildcost]
 log=1

=== modified file 'tribes/empire/lumberjacks_house/conf'
--- tribes/empire/lumberjacks_house/conf	2014-07-28 10:10:51 +0000
+++ tribes/empire/lumberjacks_house/conf	2014-07-29 20:53:33 +0000
@@ -2,7 +2,7 @@
 output=log
 
 [aihints]
-is_basic=true
+forced_after=0
 logproducer=true
 
 [buildcost]

=== modified file 'tribes/empire/marblemine/conf'
--- tribes/empire/marblemine/conf	2014-07-28 10:10:51 +0000
+++ tribes/empire/marblemine/conf	2014-07-29 20:53:33 +0000
@@ -6,7 +6,7 @@
 [aihints]
 mines=granite
 mines_percent=50
-marbleproducer=true
+prohibited_till=450
 
 [buildcost]
 log=4

=== modified file 'tribes/empire/mill/conf'
--- tribes/empire/mill/conf	2014-07-28 12:48:04 +0000
+++ tribes/empire/mill/conf	2014-07-29 20:53:33 +0000
@@ -2,7 +2,7 @@
 output=flour
 
 [aihints]
-build_material=false
+prohibited_till=600
 
 [buildcost]
 log=3

=== modified file 'tribes/empire/oremine/conf'
--- tribes/empire/oremine/conf	2014-07-28 10:10:51 +0000
+++ tribes/empire/oremine/conf	2014-07-29 20:53:33 +0000
@@ -3,9 +3,9 @@
 enhancement=deep_oremine
 
 [aihints]
-build_material=false
 mines=iron
 mines_percent=50
+prohibited_till=1200
 
 [buildcost]
 log=4

=== modified file 'tribes/empire/outpost/conf'
--- tribes/empire/outpost/conf	2014-07-28 12:48:04 +0000
+++ tribes/empire/outpost/conf	2014-07-29 20:53:33 +0000
@@ -12,6 +12,7 @@
 
 [aihints]
 expansion=true
+prohibited_till=600
 
 [buildcost]
 log=1

=== modified file 'tribes/empire/piggery/conf'
--- tribes/empire/piggery/conf	2014-07-28 10:10:51 +0000
+++ tribes/empire/piggery/conf	2014-07-29 20:53:33 +0000
@@ -2,7 +2,6 @@
 output=meat
 
 [aihints]
-build_material=false
 
 [buildcost]
 log=2

=== modified file 'tribes/empire/quarry/conf'
--- tribes/empire/quarry/conf	2014-07-28 10:10:51 +0000
+++ tribes/empire/quarry/conf	2014-07-29 20:53:33 +0000
@@ -3,7 +3,7 @@
 output=marble
 
 [aihints]
-is_basic=true
+forced_after=0
 stoneproducer=true
 
 [buildcost]

=== modified file 'tribes/empire/sawmill/conf'
--- tribes/empire/sawmill/conf	2014-07-14 10:45:44 +0000
+++ tribes/empire/sawmill/conf	2014-07-29 20:53:33 +0000
@@ -2,7 +2,8 @@
 output=wood
 
 [aihints]
-is_basic=true
+forced_after=60
+prohibited_till=60
 
 [buildcost]
 log=2

=== modified file 'tribes/empire/scouts_house/conf'
--- tribes/empire/scouts_house/conf	2014-07-28 10:10:51 +0000
+++ tribes/empire/scouts_house/conf	2014-07-29 20:53:33 +0000
@@ -1,7 +1,6 @@
 size=small
 
 [aihints]
-build_material=false
 
 [buildcost]
 log=2

=== modified file 'tribes/empire/sheepfarm/conf'
--- tribes/empire/sheepfarm/conf	2014-07-14 10:45:44 +0000
+++ tribes/empire/sheepfarm/conf	2014-07-29 20:53:33 +0000
@@ -2,7 +2,7 @@
 output=wool
 
 [aihints]
-build_material=false
+prohibited_till=600
 
 [buildcost]
 log=2
@@ -38,3 +38,4 @@
 [working]
 pics=sheepfarm_i_??.png  # ???
 hotspot=73 60
+

=== modified file 'tribes/empire/shipyard/conf'
--- tribes/empire/shipyard/conf	2014-03-17 17:23:26 +0000
+++ tribes/empire/shipyard/conf	2014-07-29 20:53:33 +0000
@@ -1,7 +1,6 @@
 size=medium
 
 [aihints]
-build_material=false
 needs_water=true
 
 [buildcost]

=== modified file 'tribes/empire/smelting_works/conf'
--- tribes/empire/smelting_works/conf	2014-07-28 12:48:04 +0000
+++ tribes/empire/smelting_works/conf	2014-07-29 20:53:33 +0000
@@ -3,7 +3,7 @@
 output=gold
 
 [aihints]
-build_material=false
+prohibited_till=600
 
 [buildcost]
 log=1

=== modified file 'tribes/empire/stonemasons_house/conf'
--- tribes/empire/stonemasons_house/conf	2014-07-15 10:02:22 +0000
+++ tribes/empire/stonemasons_house/conf	2014-07-29 20:53:33 +0000
@@ -2,7 +2,8 @@
 output=marblecolumn
 
 [aihints]
-is_basic=true
+forced_after=300
+prohibited_till=120
 
 [buildcost]
 log=1

=== modified file 'tribes/empire/tavern/conf'
--- tribes/empire/tavern/conf	2014-07-28 10:10:51 +0000
+++ tribes/empire/tavern/conf	2014-07-29 20:53:33 +0000
@@ -3,8 +3,8 @@
 enhancement=inn
 
 [aihints]
-build_material=false
-is_food_basic=true
+forced_after=900
+prohibited_till=300
 
 [buildcost]
 wood=2

=== modified file 'tribes/empire/toolsmithy/conf'
--- tribes/empire/toolsmithy/conf	2014-07-28 12:48:04 +0000
+++ tribes/empire/toolsmithy/conf	2014-07-29 20:53:33 +0000
@@ -13,8 +13,8 @@
 output=saw
 
 [aihints]
-build_material=false
-is_basic=true
+forced_after=1200
+prohibited_till=120
 
 [buildcost]
 log=1

=== modified file 'tribes/empire/tower/conf'
--- tribes/empire/tower/conf	2014-07-28 12:48:04 +0000
+++ tribes/empire/tower/conf	2014-07-29 20:53:33 +0000
@@ -12,6 +12,7 @@
 
 [aihints]
 mountain_conqueror=true
+prohibited_till=300
 
 [buildcost]
 log=2

=== modified file 'tribes/empire/trainingcamp/conf'
--- tribes/empire/trainingcamp/conf	2014-03-17 17:23:26 +0000
+++ tribes/empire/trainingcamp/conf	2014-07-29 20:53:33 +0000
@@ -116,3 +116,6 @@
 [idle]
 pics=trainingcamp_i_??.png  # ???
 hotspot=82 105
+
+[aihints]
+prohibited_till=2700

=== modified file 'tribes/empire/vineyard/conf'
--- tribes/empire/vineyard/conf	2014-07-22 12:29:17 +0000
+++ tribes/empire/vineyard/conf	2014-07-29 20:53:33 +0000
@@ -3,9 +3,7 @@
 
 [aihints]
 space_consumer=true
-is_basic=true
-build_material=false
-is_food_basic=true
+forced_after=120
 
 [buildcost]
 wood=2

=== modified file 'tribes/empire/weaponsmithy/conf'
--- tribes/empire/weaponsmithy/conf	2014-07-14 10:45:44 +0000
+++ tribes/empire/weaponsmithy/conf	2014-07-29 20:53:33 +0000
@@ -6,7 +6,7 @@
 output=war_lance
 
 [aihints]
-build_material=false
+prohibited_till=900
 
 [buildcost]
 log=2

=== modified file 'tribes/empire/weaving-mill/conf'
--- tribes/empire/weaving-mill/conf	2014-07-28 12:48:04 +0000
+++ tribes/empire/weaving-mill/conf	2014-07-29 20:53:33 +0000
@@ -42,3 +42,6 @@
 pics=weaving_mill_w_??.png  # ???
 hotspot=65 62
 fps=5
+
+[aihints]
+prohibited_till=120

=== modified file 'tribes/empire/well/conf'
--- tribes/empire/well/conf	2014-07-28 10:10:51 +0000
+++ tribes/empire/well/conf	2014-07-29 20:53:33 +0000
@@ -2,8 +2,8 @@
 output=water
 
 [aihints]
-build_material=false
 mines_water=true
+prohibited_till=60
 
 [buildcost]
 log=2

=== modified file 'tribes/empire/wine/conf'
--- tribes/empire/wine/conf	2014-07-28 14:04:36 +0000
+++ tribes/empire/wine/conf	2014-07-29 20:53:33 +0000
@@ -1,7 +1,7 @@
 help=_This tasty wine is drunk by the miners working the marble and gold mines. It is produced in a winery. 
 
 default_target_quantity=20 # currently not used
-preciousness=2
+preciousness=5
 
 [idle]
 pics=idle.png

=== modified file 'tribes/empire/winery/conf'
--- tribes/empire/winery/conf	2014-07-15 10:02:22 +0000
+++ tribes/empire/winery/conf	2014-07-29 20:53:33 +0000
@@ -2,8 +2,8 @@
 output=wine
 
 [aihints]
-build_material=false
-is_food_basic=true
+forced_after=900
+prohibited_till=60
 
 [buildcost]
 wood=1


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