anchor.diff:  var
     WeaponsPerMin, ArmorPerMin: Single;
   
  -  SteelPerMin, SteelConsumptionRate: Single;
  +  SteelPerMin, SteelProductionRate, SteelConsumptionRate: Single;
     ExtraSteel, DeficitSteel: Single;
   
  -  IronPerMin, IronProduction, IronConsumption: Single;
  +  IronPerMin, IronProduction, IronConsumption, IronReserve: Single;
     ExtraIron, RateIron: Single;
   begin
     SteelPerMin := HouseCount(ht_IronSmithy) * ProductionRate[wt_Steel];
  
positive.code:     fWarfare.SteelArmor.SteelTheory := Max(0, ArmorPerMin - DeficitSteel);
    end;
  
    IronProduction := IronPerMin;
    IronConsumption := SteelConsumptionRate; //Any not being used for steel is excess
  
    if IronProduction >= IronConsumption then
    begin
  
negative.code:   I: Integer;
  begin
    //ArmorWorkshop is needed to produce Shields before Tannery is made
    //Handle in generic way since in custom missions it might apply to other houses
    if not gHands[fOwner].Stats.GetCanBuild(aHouse)
    and (gHands[fOwner].Stats.GetHouseTotal(gResource.HouseDat[aHouse].ReleasedBy) = 0) then
      Append(gResource.HouseDat[aHouse].ReleasedBy);
  
    //If the same house is asked for independently then don't add it again, since f.e. gold and iron
    //might both ask for a coal mine, when only 1 extra is needed.
  