Fix Advanced Start AI Building Selections
Fix Advanced Start AI Route placement
Fix Advanced Start AI Tech Purchasing
Fix Advanced Start AI Improvement building
Fix Advanced Start AI city extra population purchases
Fix Bug in AI where changes in city population, health, or happiness might not cause AI to change value of yield types.
Allow AI to choose production of units of UNITAI_ATTACK_CITY as well as UNITAI_ATTACK when creating an offensive army
Count the number of UNITAI_ATTACK_CITY units as part of the offensive army of the AI when choosing unit production
Fix bug in AI where it might not re-calculate trainable units after a new tech is researched
Encourage AI to use larger stacks to attack with based on Aggressive/Ruthless AI rather than by player difficulty type
Restore k-mod/koshling AI related to calculating bombard choices
Prevent AI from wasting large stack ( > = 4 units) of unit's time with pillaging