anchor.diff:    //This means weapon and armour smiths should get same amount of iron, even if one is closer to the smelter.
     if (fDemand[dWT,iD].Loc_House <> nil) and fDemand[dWT,iD].Loc_House.IsComplete
       and gResHouses[fDemand[dWT,iD].Loc_House.HouseType].DoesOrders
  -    and (aOfferCnt <= 3) //Little resources to share around
  -    and (fDemand[dWT,iD].Loc_House.CheckResIn(dWT) <= 2) then //Few resources already delivered
  +    and (aOfferCnt <= 2) //Little resources to share around
  +    and (fDemand[dWT,iD].Loc_House.CheckResIn(dWT) <= 1) then //Few resources already delivered
     begin
       if aCalcKind = dckAccurate then
         Exit;
  
positive.code:                                             aOwner: TKMHandID; var aBidBasicCost: TKMDeliveryBid; aSerf: TKMUnitSerf = nil;
                                              aAllowOffroad: Boolean = False): Boolean;
  var
    iD: Integer;
    dWT: TKMWareType;
    secondPass: TKMTerrainPassability;
  begin
  
negative.code:     // Just set it to non-tpNone value, which will mark this calculation as a valid
      aBidBasicCost.OfferToDemand.Pass := tpWalkRoad;
  
      distr := gHands[aOwner].Stats.WareDistribution[dWT, fDemand[dWT,iD].Loc_House.HouseType];
  
      //Resource ratios are also considered
      aBidBasicCost.OfferToDemand.Value := 5 + (5 - distr)*4 + KaMRandom(16 - 3*distr, 'TKMDeliveries.TryCalculateBidBasic');
    end
    else
    begin
  