***v209***
- Change: Road section
  + fixed AI wrongly constructed separate depots for buses and mail trucks
    servicing same station
- Change: Air section
  + airports maintenance accounting
  + removed an option which allowed AI to spam airports -  it doesn't make
    sense anymore thanks to new high maintenance factor
- Fixed: crash due to town's service industry close down(e.g. water tower,
  thx Phrossi_TTD)
- Change: now always try to keep some money on balance to prevent absurd
  bankruptcy trigger
***v208***
- Fixed: reported crash during attempt to sell an invalid vehicle (thx s0r00t)
***v207***
- Change: Air section
  + fixed v206 bug: airports replacing didn't happen unless game was loaded
- Change: AI doesn't need external libraries anymore
***v206***
- Change: Air section
  + correctly resolve situations when max station spread are lesser than desired
    airport size
  + more accurate airports noise handling(both during construction and
    replacement)
- Fixed: reported bug (thx Steffl)
- Fixed: Bug during cargo chain generation
***v205***
- Change: Road section
  + AI will try to spread out stations near industries to prevent jams
  + better(at least faster) road networks management and initial selection
  + removed several leftover debug messages
- Fixed: Save/load bugs from v204 (e.g. stations demolished after loading)
***v204***
- New Feature: Transport networks planing and handling mechanism.
- Change: Road section
  + road networks oriented for supplying of specific towns/industries
  + ability to build pre-designed stations with fixed position and amount of
    elements
  + removed hard-coded limit which caused to AI ignore town or industry if those
    already had 3 or more competitors around
  + fixed excessive PAX transit stations spawning
  + fixed infinite loop bug which could appear during road construction failure
- Change: Road vehicles management
  + road terminals now has separate vehicles accounting code from air/ship
    terminals
  + "priority selling": sell empty road vehicles first (surprisingly effective
    measure)
- Change: Ship section
  + further water pathfinder speed ups and fixes
  + coast terraforming during dock construction, generally better dock
    construction algorithm
- Change: Air section
  + aircraft range support
  + more accurate profit estimation(was about 20% higher than needed and caused
    early planes overuse even with av8 newGRF)
  + aircrafts performance monitoring to better select plane models to use
- Change: Settings
  + removed "minimal route length" options for all transport types, it measured
    as % of max route length now
- Added: Changelog and readme.txt
- Fixed: Several minor road construction bugs - e.g. failure for 1 tile "roads"
  when the road's start tile == end tile
- Fixed: A lot of relatively safe bugs which didn't crash AI but were making it
  less profitable and could be the cause of somewhat inconsistent behavior

***v203***
- Change: Road section
  + new loop roads creation algorithm for less annoying jam handling
  + straight town-to-town roads construction are now favored instead
    of cheap one
- Fixed: Vehicles management code not stopping self properly on suspended
  trade routes(thx Brumi)
- Fixed: Could demolish road tile in front of the station during its expansion

***v202***
- Change: Ship section
  + "diagonal" water path construction allowed for water pathfinder
  + build docks now only in absolutely safe locations(OpenTTD ship
    pathfinder sends message about blocked path if the dock's side tiles aren't
    water tiles)
- Fixed: Action priority accounting bug introduced in previous version
- Fixed: Routes closing showed poor effect - removed

***v201***
- Change: Action priority accounting
- Fixed: Air section loading bug(thx Maraxus)
- New Feature: Close shorter road trade routes with time to relocate vehicles
  for longer, more profitable trade routes

***v200***
- Initial release
- AI can create and maintain a bunch of profitable, yet mostly unrelated to
  each other, road/air/sea trade routes
