← Back to team overview

widelands-dev team mailing list archive

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

 

Review: Needs Fixing



Diff comments:

> === 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;  // <<=========

what does this comment mean?

> +				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;

clang format?

> +	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
> 


-- 
https://code.launchpad.net/~widelands-dev/widelands/tibor-ai5/+merge/228762
Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/tibor-ai5.


Follow ups

References