Technology-Modules:
Tried to avoid concurrent write access by moving the whole existence
checking into the TechnologyManagers local data. All modules that
required adaption were changed accordingly
Threads introduced, tested, debugged.
Rarely a bug occurs, which i cannot reproduce. It happens right after BuildListOptimizer::initialize(), when optimize is called
Measured Speedup of 3-4 (at my 4-core-CPU)
BuildListOptimizer: Just small changes, now output only happens in case of Debugging
adapted main.cpp and Makefile to grant testing comparability between different branches
unparallelized with new technology-stuff
Adapted to new template instantiation solution. Now compiles also with
CMake
Merge branch 'master' into technologyTesting
Now works also with CMake
Technology-Classes Bugfix, now almost working, but during initRandomGenerator() something goes wrong sometimes
TechnologyList: temporary fix for the initRandomGenerator problem. In the old version an infinite loop occured sometimes
Merge branch 'technologyTesting' into parallelized

Merged fixes in the Technology-Module into this branch. The segfault is
still occuring, so probably it has nothing to do with the Technology-
something to do with shared_ptr assignment
BuildListGenerator: found Bug that caused the segfault
BuildListOptimizer:
Fixed all issues, runs now parallelized
Just reverted a change in TechnologyList, that was done  as I suspected a Bug to be there
Fixed some warnings
Adapted main.cpp and resolved all warnings.
Program can be used as wanted now, e.g. './bin/runme Marine Push'.
Program seeks fitting race and starts BuildlistOptimizer with Strategy (here: Push)
Had to change 'INT_MAX' in TechManager for Larva, as there's a integer-overflow.
Merged parallelized and testMe.
Every conflict solved and resolved occuring compiler errors. warnings still present though.
Had to adapt BuildlistOptimizer as all threads had to wait, if only one thread was still working.
Rarely the error "No worker for building..... is this even possible" (or something like that) occurs, so it is possible i guess.
i think we need the ability to kill simulationthreads, as sometimes one simulation needs endless time, c++11 (for us async is important) doesnt provide any thread.stop() or thread.abort() functionality
if needed, we had to implement it ourselves
Merge branch 'parallelized'

Conflicts:
	Makefile
	include/GameState.h
	src/BuildListOptimizer.cpp
	src/Simulation.cpp
	src/main.cpp