anchor.diff:      ((0,0,0,0), (0,0,0,0), (0,1,1,0), (0,1,2,0)), //Watch tower
       ((0,0,0,0), (0,0,0,0), (1,1,1,1), (1,2,1,1)), //Weapon smithy
       ((0,0,0,0), (0,0,0,0), (1,1,1,1), (1,2,1,1)), //Weapon workshop
  -    ((0,0,0,0), (0,0,0,0), (0,1,1,1), (0,1,1,2)),  //Wineyard
  -    ((0,0,0,0), (0,0,0,0), (1,1,1,0), (1,1,2,0)) //Woodcutter
  +    ((0,0,0,0), (0,0,0,0), (0,1,1,1), (0,1,1,2)), //Wineyard
  +    ((0,0,0,0), (0,0,0,0), (1,1,1,0), (1,1,2,0))  //Woodcutter
       );
   
     //Building of certain house allows player to build following houses,
     //unless they are blocked in mission script of course
     HouseRelease:array[THouseType]of THouseTypeSet = (
       [], [],
  -    [], [], [], [], [],
  +    [],
  +    [],
  +    [],
  +    [],
  +    [],
       [],
       [ht_Mill,ht_Swine,ht_Stables], //Farm
       [],
  
positive.code:     );
  
  
  
  
  implementation
  uses KromUtils, KM_Utils;
  
  
  { TKMHouseDatClass }
  
negative.code:   17, 26, 19, 18, 3, 20, 29, 10);
  
  
    //Does house output needs to be ordered by Player or it keeps on producing by itself
    //Keeping 0/1 instead of booleans is neater
    HouseDoesOrders:array[THouseType] of byte = (
      0, 0,
      1,1,0,0,0,0,0,0,0,0,
      0,0,0,0,0,0,0,1,0,0,
      0,0,0,0,1,1,0,0);
  
    GUIBuildIcons_:array[0..HouseDatCount]of word = (
      0, //ht_None
  