anchor.diff:      gGame.GameOptions.Peacetime := SP_DEFAULT_PEACETIME;
       fSetup.ApplyAgressiveBuilderSetup(True);
     end;
  -
  -  // Change distribution
  -  SetWareDistribution();
     fPredictor.AfterMissionInit();
   
     // Find resources around Loc and change building policy
  
positive.code:     procedure CheckStoreWares(aTick: Cardinal);
      procedure CheckExhaustedHouses();
      procedure CheckAutoRepair();
  
      procedure WeaponsBalance();
      procedure OrderWeapons();
  
negative.code:       IronReq := Round((DEFAULT_COEFICIENT - IronReq) / 5.0); // 5 is equal to sum of all requirements in iron category
        for UT in IRON_ARMY do
          if not gHands[fOwner].Locks.GetUnitBlocked(UT) then
            for I := Low(TroopCost[UT]) to High(TroopCost[UT]) do
              if (TroopCost[UT,I] <> wt_None) then
                with fRequiredWeapons[ TroopCost[UT,I] ] do
                  Required := Required + Round(DEFAULT_ARMY_REQUIREMENTS[UT] * IronReq);
      end;
    end;
  