Program: 56051
Project: 56051
Buggy source:
private void initializeBuildingLists(){
  for (  EBuildingType buildingType : EBuildingType.values()) {
    buildingNeeds.put(buildingType,new ArrayList<BuildingCount>());
    buildingIsNeededBy.put(buildingType,new ArrayList<EBuildingType>());
  }
  buildingNeeds.get(SAWMILL).add(new BuildingCount(LUMBERJACK,3));
  buildingNeeds.get(TEMPLE).add(new BuildingCount(WINEGROWER,1));
  buildingNeeds.get(WATERWORKS).add(new BuildingCount(FARM,2));
  buildingNeeds.get(MILL).add(new BuildingCount(FARM,1));
  buildingNeeds.get(BAKER).add(new BuildingCount(MILL,1 / 3));
  buildingNeeds.get(PIG_FARM).add(new BuildingCount(FARM,1));
  buildingNeeds.get(SLAUGHTERHOUSE).add(new BuildingCount(PIG_FARM,1 / 3));
  buildingNeeds.get(IRONMELT).add(new BuildingCount(COALMINE,1));
  buildingNeeds.get(IRONMELT).add(new BuildingCount(IRONMINE,1));
  buildingNeeds.get(WEAPONSMITH).add(new BuildingCount(COALMINE,1));
  buildingNeeds.get(WEAPONSMITH).add(new BuildingCount(IRONMELT,1));
  buildingNeeds.get(GOLDMELT).add(new BuildingCount(GOLDMINE,1));
  buildingNeeds.get(BARRACK).add(new BuildingCount(WEAPONSMITH,4));
  buildingNeeds.get(IRONMINE).add(new BuildingCount(COALMINE,2));
  for (  Map.Entry<EBuildingType,List<BuildingCount>> buildingNeedsEntry : buildingNeeds.entrySet()) {
    for (    BuildingCount neededBuildingCount : buildingNeedsEntry.getValue()) {
      buildingIsNeededBy.get(neededBuildingCount.buildingType).add(buildingNeedsEntry.getKey());
    }
  }
  buildingsToBuild.add(LUMBERJACK);
  buildingsToBuild.add(LUMBERJACK);
  buildingsToBuild.add(SAWMILL);
  buildingsToBuild.add(LUMBERJACK);
  buildingsToBuild.add(FORESTER);
  buildingsToBuild.add(STONECUTTER);
  buildingsToBuild.add(LUMBERJACK);
  buildingsToBuild.add(FORESTER);
  buildingsToBuild.add(LUMBERJACK);
  buildingsToBuild.add(SAWMILL);
  buildingsToBuild.add(LUMBERJACK);
  buildingsToBuild.add(FORESTER);
  buildingsToBuild.add(STONECUTTER);
  buildingsToBuild.add(LUMBERJACK);
  buildingsToBuild.add(LUMBERJACK);
  buildingsToBuild.add(SAWMILL);
  buildingsToBuild.add(FORESTER);
  buildingsToBuild.add(STONECUTTER);
  buildingsToBuild.add(STONECUTTER);
  buildingsToBuild.add(STONECUTTER);
  buildingsToBuild.add(WINEGROWER);
  buildingsToBuild.add(WINEGROWER);
  buildingsToBuild.add(WINEGROWER);
  buildingsToBuild.add(WINEGROWER);
  buildingsToBuild.add(FARM);
  buildingsToBuild.add(FARM);
  buildingsToBuild.add(FARM);
  buildingsToBuild.add(TEMPLE);
  buildingsToBuild.add(TEMPLE);
  buildingsToBuild.add(TEMPLE);
  buildingsToBuild.add(TEMPLE);
  buildingsToBuild.add(WATERWORKS);
  buildingsToBuild.add(MILL);
  buildingsToBuild.add(BAKER);
  buildingsToBuild.add(BAKER);
  buildingsToBuild.add(PIG_FARM);
  buildingsToBuild.add(SLAUGHTERHOUSE);
  buildingsToBuild.add(WATERWORKS);
  buildingsToBuild.add(COALMINE);
  buildingsToBuild.add(IRONMINE);
  buildingsToBuild.add(IRONMELT);
  buildingsToBuild.add(COALMINE);
  buildingsToBuild.add(WEAPONSMITH);
  buildingsToBuild.add(BARRACK);
  buildingsToBuild.add(BIG_TEMPLE);
  buildingsToBuild.add(COALMINE);
  buildingsToBuild.add(IRONMINE);
  buildingsToBuild.add(IRONMELT);
  buildingsToBuild.add(COALMINE);
  buildingsToBuild.add(WEAPONSMITH);
  buildingsToBuild.add(COALMINE);
  buildingsToBuild.add(IRONMINE);
  buildingsToBuild.add(IRONMELT);
  buildingsToBuild.add(COALMINE);
  buildingsToBuild.add(WEAPONSMITH);
  buildingsToBuild.add(FISHER);
  buildingsToBuild.add(COALMINE);
  buildingsToBuild.add(GOLDMINE);
  buildingsToBuild.add(GOLDMELT);
  buildingsToBuild.add(FARM);
  buildingsToBuild.add(FARM);
  buildingsToBuild.add(FARM);
  buildingsToBuild.add(WATERWORKS);
  buildingsToBuild.add(MILL);
  buildingsToBuild.add(BAKER);
  buildingsToBuild.add(BAKER);
  buildingsToBuild.add(PIG_FARM);
  buildingsToBuild.add(WATERWORKS);
  buildingsToBuild.add(COALMINE);
  buildingsToBuild.add(IRONMINE);
  buildingsToBuild.add(IRONMELT);
  buildingsToBuild.add(COALMINE);
  buildingsToBuild.add(WEAPONSMITH);
  buildingsToBuild.add(COALMINE);
  buildingsToBuild.add(IRONMINE);
  buildingsToBuild.add(IRONMELT);
  buildingsToBuild.add(COALMINE);
  buildingsToBuild.add(WEAPONSMITH);
  buildingsToBuild.add(COALMINE);
  buildingsToBuild.add(IRONMINE);
  buildingsToBuild.add(IRONMELT);
  buildingsToBuild.add(COALMINE);
  buildingsToBuild.add(WEAPONSMITH);
  buildingsToBuild.add(BARRACK);
}

Fixed version (ground truth):
private void initializeBuildingLists(){
  for (  EBuildingType buildingType : EBuildingType.values()) {
    buildingNeeds.put(buildingType,new ArrayList<BuildingCount>());
    buildingIsNeededBy.put(buildingType,new ArrayList<EBuildingType>());
  }
  buildingNeeds.get(SAWMILL).add(new BuildingCount(LUMBERJACK,3));
  buildingNeeds.get(TEMPLE).add(new BuildingCount(WINEGROWER,1));
  buildingNeeds.get(MILL).add(new BuildingCount(FARM,1));
  buildingNeeds.get(BAKER).add(new BuildingCount(MILL,(float)1 / 3));
  buildingNeeds.get(PIG_FARM).add(new BuildingCount(FARM,1));
  buildingNeeds.get(SLAUGHTERHOUSE).add(new BuildingCount(PIG_FARM,(float)1 / 3));
  buildingNeeds.get(IRONMELT).add(new BuildingCount(COALMINE,1));
  buildingNeeds.get(IRONMELT).add(new BuildingCount(IRONMINE,1));
  buildingNeeds.get(WEAPONSMITH).add(new BuildingCount(COALMINE,1));
  buildingNeeds.get(WEAPONSMITH).add(new BuildingCount(IRONMELT,1));
  buildingNeeds.get(GOLDMELT).add(new BuildingCount(GOLDMINE,1));
  buildingNeeds.get(BARRACK).add(new BuildingCount(WEAPONSMITH,4));
  buildingNeeds.get(IRONMINE).add(new BuildingCount(COALMINE,2));
  for (  Map.Entry<EBuildingType,List<BuildingCount>> buildingNeedsEntry : buildingNeeds.entrySet()) {
    for (    BuildingCount neededBuildingCount : buildingNeedsEntry.getValue()) {
      buildingIsNeededBy.get(neededBuildingCount.buildingType).add(buildingNeedsEntry.getKey());
    }
  }
  buildingsToBuild.add(LUMBERJACK);
  buildingsToBuild.add(LUMBERJACK);
  buildingsToBuild.add(SAWMILL);
  buildingsToBuild.add(LUMBERJACK);
  buildingsToBuild.add(FORESTER);
  buildingsToBuild.add(STONECUTTER);
  buildingsToBuild.add(LUMBERJACK);
  buildingsToBuild.add(FORESTER);
  buildingsToBuild.add(LUMBERJACK);
  buildingsToBuild.add(SAWMILL);
  buildingsToBuild.add(LUMBERJACK);
  buildingsToBuild.add(FORESTER);
  buildingsToBuild.add(STONECUTTER);
  buildingsToBuild.add(LUMBERJACK);
  buildingsToBuild.add(LUMBERJACK);
  buildingsToBuild.add(SAWMILL);
  buildingsToBuild.add(FORESTER);
  buildingsToBuild.add(STONECUTTER);
  buildingsToBuild.add(STONECUTTER);
  buildingsToBuild.add(STONECUTTER);
  buildingsToBuild.add(WINEGROWER);
  buildingsToBuild.add(WINEGROWER);
  buildingsToBuild.add(WINEGROWER);
  buildingsToBuild.add(WINEGROWER);
  buildingsToBuild.add(FARM);
  buildingsToBuild.add(FARM);
  buildingsToBuild.add(FARM);
  buildingsToBuild.add(TEMPLE);
  buildingsToBuild.add(TEMPLE);
  buildingsToBuild.add(TEMPLE);
  buildingsToBuild.add(TEMPLE);
  buildingsToBuild.add(WATERWORKS);
  buildingsToBuild.add(MILL);
  buildingsToBuild.add(BAKER);
  buildingsToBuild.add(BAKER);
  buildingsToBuild.add(PIG_FARM);
  buildingsToBuild.add(SLAUGHTERHOUSE);
  buildingsToBuild.add(WATERWORKS);
  buildingsToBuild.add(COALMINE);
  buildingsToBuild.add(IRONMINE);
  buildingsToBuild.add(IRONMELT);
  buildingsToBuild.add(COALMINE);
  buildingsToBuild.add(WEAPONSMITH);
  buildingsToBuild.add(BARRACK);
  buildingsToBuild.add(BIG_TEMPLE);
  buildingsToBuild.add(COALMINE);
  buildingsToBuild.add(IRONMINE);
  buildingsToBuild.add(IRONMELT);
  buildingsToBuild.add(COALMINE);
  buildingsToBuild.add(WEAPONSMITH);
  buildingsToBuild.add(COALMINE);
  buildingsToBuild.add(IRONMINE);
  buildingsToBuild.add(IRONMELT);
  buildingsToBuild.add(COALMINE);
  buildingsToBuild.add(WEAPONSMITH);
  buildingsToBuild.add(FISHER);
  buildingsToBuild.add(COALMINE);
  buildingsToBuild.add(GOLDMINE);
  buildingsToBuild.add(GOLDMELT);
  buildingsToBuild.add(FARM);
  buildingsToBuild.add(FARM);
  buildingsToBuild.add(FARM);
  buildingsToBuild.add(WATERWORKS);
  buildingsToBuild.add(MILL);
  buildingsToBuild.add(BAKER);
  buildingsToBuild.add(BAKER);
  buildingsToBuild.add(PIG_FARM);
  buildingsToBuild.add(WATERWORKS);
  buildingsToBuild.add(COALMINE);
  buildingsToBuild.add(IRONMINE);
  buildingsToBuild.add(IRONMELT);
  buildingsToBuild.add(COALMINE);
  buildingsToBuild.add(WEAPONSMITH);
  buildingsToBuild.add(COALMINE);
  buildingsToBuild.add(IRONMINE);
  buildingsToBuild.add(IRONMELT);
  buildingsToBuild.add(COALMINE);
  buildingsToBuild.add(WEAPONSMITH);
  buildingsToBuild.add(COALMINE);
  buildingsToBuild.add(IRONMINE);
  buildingsToBuild.add(IRONMELT);
  buildingsToBuild.add(COALMINE);
  buildingsToBuild.add(WEAPONSMITH);
  buildingsToBuild.add(BARRACK);
}