anchor.diff:      );
       STONE_SHORTAGE_IDX = 2;
       TRUNK_SHORTAGE_IDX = 3;
  -    WOOD_SHORTAGE_IDX = 4;
  +    WOOD_SHORTAGE_IDX = 7;
       GOLD_SHORTAGE_IDX = 7;
       FULL_SET = 28;
     var
  
positive.code: procedure TKMCityBuilder.CreateShortcuts();
  const
    MAX_SHORTCUTS_PER_HOUSE_TYPE = 2;
    MAX_DISTANCE_TO_ALL_HOUSES = 8;
    MAX_WORKERS_FOR_NODE = 4;
    HOUSE_CONNECTION: array[HOUSE_MIN..HOUSE_MAX] of set of TKMHouseType = (
      {ht_ArmorSmithy}    [ htIronSmithy,    htCoalMine,     htBarracks     ],
  
negative.code: 
      property Planner: TKMCityPlanner read fPlanner;
      property WorkersPos: TKMPointArray read fWorkersPos;
      property StoneShortage: Boolean read fStoneShortage;
      property WoodShortage: Boolean read fWoodShortage;
      property TrunkShortage: Boolean read fTrunkShortage;
      property GoldShortage: Boolean read fGoldShortage;
  
      procedure AfterMissionInit(out aGoldMineCnt, aIronMineCnt, aFieldCnt, aBuildCnt: Integer);
      procedure OwnerUpdate(aPlayer: TKMHandIndex);
  