anchor.diff:  
   procedure TKMayorBalance.DistributeCoal;
   var
  -  CoalProductionRate, CoalConsumptionRate: Single;
  +  CoalProductionRate, CoalConsumptionRate, CoalReserve: Single;
     GoldPerMin, SteelPerMin, WeaponsPerMin, ArmorPerMin: Single;
     ExtraCoal, DeficitCoal: Single;
   begin
  -  CoalProductionRate := HouseCount(ht_CoalMine) * ProductionRate[wt_Coal];
  -
     with fWarfare do
     begin
       //Theoretical gold production
  
positive.code: const
    BEAST_COST = 4;
  var
    CornProduction, CornConsumption: Single;
    FlourPerMin, PigPerMin, HorsePerMin: Single;
    CornExtra, CornDeficit: Single;
  begin
    CornProduction := HouseCount(ht_Farm) * ProductionRate[wt_Corn];
  
    //With stable production rate we can assume consumption rate that would be required
    FlourPerMin := HouseCount(ht_Mill) * ProductionRate[wt_Flour];
    PigPerMin   := HouseCount(ht_Swine) * ProductionRate[wt_Pig] * BEAST_COST;
    HorsePerMin := HouseCount(ht_Stables) * ProductionRate[wt_Horse] * BEAST_COST;
    CornConsumption := FlourPerMin + PigPerMin + HorsePerMin;
  
    if CornProduction >= CornConsumption then
    begin
  
negative.code: var
    WeaponsPerMin, ArmorPerMin: Single;
  
    SteelPerMin, SteelProductionRate, SteelConsumptionRate: Single;
    ExtraSteel, DeficitSteel: Single;
  
    IronPerMin, IronProduction, IronConsumption, IronReserve: Single;
    ExtraIron, RateIron: Single;
  begin
    SteelPerMin := HouseCount(ht_IronSmithy) * ProductionRate[wt_Steel];
  