AI problem with Trees/Stones on Mountains solved
AI Forester construction requirements updated
Added all changes from the main build
fixes Bug #1031128 (military buildings detect (dummy) harbor at (0,0)
Game will now announce the winner in Singleplayer games
Enables team victory in games with "locked teams"
team victory now ignores defeated allies
AI now detects redundant military buildings and removes them
AI now ignores pineapple trees
AI now ignores stones & trees on snow,swampland,lava,water (old: swampland,lava,water)
AI no longer produces new tongs
AI can build a Forester without finding a tree first
AI brewery count reduced to 1+armory/5 (old 1+armory/4)
AI mill count per farm increased in the very late game (20+farms)
AI now requires huntable animals to build Hunters
AI values border over impassible terrain at 0
AI now detects a wider range of "useless" military buildings
AI now detects a difference between load game & new game
AI checks for possible attack targets a bit more often
fixed a crash in the ai check for useless military buildings
removed the initial expansion delay for the ai on anything but low start resources
ai should no longer build new military structures far away from the borders
might fix the ghostpath bug
ai pathfinder improved - distance without flag calculated & used for picking the "best" path
AI: woodcutter & stonemason only get build when a valid tree/stone is in range
AI: "alternative" roads are now capped at 3 steps without flag
fixes a road construction crash (#1039611 )
Improves the ai's road-circle removal code
ai road removal updates (road segment instead of following road)
catches cases where the ai attempts to build a road on it's border
Fix for: Bug #1042643: After defending a "full" building 1 soldier returns home
fix for:  #1037381 Attackers get stuck 
ai will now build up to 5 sawmills, and as many woodcutters as possible (no longer capped at 12)
fix for Bug #1043274 (invisible roads) (hope this catches all remaining causes for this one)