@ Nordfriese:
fixed the codecheck warnings.
We should try to forbid useless buildings like the tavern and see what's the 
effect.
Regarding warehouses the problem was not the number but the distribution. as 
the script delivers only to one warehouse a time, this is putting the road 
network under some pressure. therefore I forced at least one second carrrier.
As the gametime evolves I  made the experience, that the AI starts to build 
bigger milsites, however they are normally based on enemy force which is 
neglectable in this scenario. so the closer you get to an enemy the bigger the 
chance of big military buildings.
-- 
https://code.launchpad.net/~widelands-dev/widelands/AI-fixes/+merge/367309
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