Game design: Only expand settlement range for certain buildings

Current set: Warehouse, Storage tent, Lookout.
Lookout range has been drastically lowered to account for this new role.
It now has the same range as tents do, half of what a storage tent does
(approximately) and a quarter of its old range.

While (surprisingly enough) this change is apparently all that's needed,
and it is stable across save-load as well, AI code probably needs to be
looked at and adapted.

Reasons for the change (not an exhaustive reasoning by any means):
The reason why all buildings expanded range up until now was pretty much
coders writing code to support a concept of "settlement range", but then
game design not happening to define what that should entail or how it
would look in practice.
"Not happening" to the degree of not even a DD wiki page being written
despite red link from our main DD. In years. So let's just do something.

I believe having to manage (in some way) your available land area is
interesting, and this does allow for several potentially interesting
related changes as well, the most prominent of which probably is
introducing running costs for storage tent and lookout.

Big fat note: Removing buildings from now on is supposed to *reduce*
settlement range as well! Else we just continue rewarding degenerated
tactics like building lookouts all across the island, then tearing them
down again after the matter to save on running costs.
Balance tweaks for warehouse, storage tent, lookout

With the introduction of a meaningful settlement range, maybe we can
make both lookout and storage tent exist in a meaningful way. That
eventually will require more differentiation, but let's start with less
running costs and no tools as construction material for the lookout.
Warehouse also has a small upkeep, rent (or however we call it) for now.

Right now there is no GUI indication about running costs existing for
these buildings, we should add that as well before a release.
Display running costs for lookout