anchor.diff:    AddWare(wt_MetalArmor, 'Iron Armors');
     AddWare(wt_Sword, 'Iron Weapons');
     //}
  -  aBalanceText := aBalanceText + '|Required houses: |';
  -  I := 0;
  -  for HT := Low(RequiredHouses) to High(RequiredHouses) do
  -    if (RequiredHouses[HT] > 0) then
  -    begin
  -      I := I + 1;
  -      if (I = 5) then
  -      begin
  -        I := 0;
  -        aBalanceText := aBalanceText + '|';
  -      end;
  -      aBalanceText := aBalanceText + Format('%Dx ', [ RequiredHouses[HT] ]) + HOUSE_TO_STRING[HT] + ';';
  -    end;
  +  //aBalanceText := aBalanceText + '|Required houses: |';
  +  //I := 0;
  +  //for HT := Low(RequiredHouses) to High(RequiredHouses) do
  +  //  if (RequiredHouses[HT] > 0) then
  +  //  begin
  +  //    I := I + 1;
  +  //    if (I = 5) then
  +  //    begin
  +  //      I := 0;
  +  //      aBalanceText := aBalanceText + '|';
  +  //    end;
  +  //    aBalanceText := aBalanceText + Format('%Dx ', [ RequiredHouses[HT] ]) + HOUSE_TO_STRING[HT] + ';';
  +  //  end;
   end;
   
   
   
   
   end.
  -
  
positive.code:     fCityStats.Houses[aHT] := fCityStats.Houses[aHT] * Byte(not aOverride) + aCnt;
    end;
  
  var
    I: Integer;
    MaxIronWeapProd, MaxWoodWeapProd: Single;
  const
    IRON_WARFARE: array[0..4] of TWareType = (wt_MetalShield, wt_MetalArmor, wt_Sword, wt_Hallebard, wt_Arbalet);
    STANDARD_WARFARE: array[0..3] of TWareType = (wt_Axe, wt_Pike, wt_Bow, wt_Shield);
  begin
    fMaxSoldiersInMin := 0;
    // Estimation of final weapons production
    // Iron weapons
    aIronMineCnt := 3;
    MaxIronWeapProd := aIronMineCnt * ProductionRate[wt_IronOre] / 2.0;
    for I := Low(IRON_WARFARE) to High(IRON_WARFARE) do
      fWareBalance[ IRON_WARFARE[I] ].FinalConsumption := MaxIronWeapProd;
    //Standard weapons
    MaxWoodWeapProd := Min(6.0, Max(2.0,aBuildCnt / 900.0)) * ProductionRate[wt_Axe]; // 2 <-> 6 in matter of avaiable place
    MaxWoodWeapProd := 2 * ProductionRate[wt_Axe];
    for I := Low(STANDARD_WARFARE) to High(STANDARD_WARFARE) do
      fWareBalance[ STANDARD_WARFARE[I] ].FinalConsumption := MaxWoodWeapProd;
    fWareBalance[wt_Armor].FinalConsumption := MaxWoodWeapProd;
  
negative.code:         ExhaustionColor := COLOR_GREEN
        else if (Exhaustion < 0) then
          ExhaustionColor := COLOR_RED;
        aBalanceText := aBalanceText + Format(HouseCntColor+'%Dx '+COLOR_WHITE, [Cnt]) //
                          + aSpecificText + Format(': ('
                          +ProductionColor+'%.2f'+COLOR_WHITE+'; '
                          +ActualConsumptionColor+'%.2f'+COLOR_WHITE+'; '
                          +FinalConsumptionColor+'%.2f'+COLOR_WHITE+'; '
  