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

 

Hi,
I fixed both issues, removed the 'arrow' and bit changed the formatting. I
also made sure the codecheck does not complain.


2014-08-02 13:53 GMT+02:00 SirVer <SirVer@xxxxxx>:

> 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.
>
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-- 
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.


References