I have done some testing now. I ran into 2 issues:

1. Fellowships: The space is too tight for the AI to manoeuvre the ships. 
Pathfinding is always tricky though, so I don't think we need to fix it in this 
branch.

2. Together We're Strong: By the time the AI had build enough military 
buildings, the port space had already been covered with trees/roads. I think 
the only good way to solve this would be to let the AI cheat and know where all 
the port spaces are beforehand. So if an economy has no port yet, building 
anything else on port spaces (including roads) is blocked. If it is blocked by 
trees, build a lumberjack nearby.

I have also started working on removing all those iterators (they irk me), but 
this is something for a separate branch.
-- 
https://code.launchpad.net/~widelands-dev/widelands/seafaring-ai/+merge/242271
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/seafaring-ai into lp:widelands.

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