anchor.diff:      procedure UpdateBasicHouses(aTick: Cardinal; aInitialization: Boolean = False);
       procedure ActualizeWeaponProduction();
       procedure UpdateCityStats();
  +    procedure CityInitialization();
     public
       RequiredHouses: TRequiredHousesArray;
   
  
positive.code: 
  
  // City initialization, estimation of maximal possible production and restriction by peace time and loc properties
  procedure TKMCityPredictor.CityInitialization(aGoldMineCnt, aIronMineCnt, aFieldCnt, aBuildCnt: Integer);
  const
    SCALE_MIN_PEACE_TIME = 60;
    SCALE_MAX_PEACE_TIME = 90;
    SCALE_PEACE_FACTOR = 1.0 / ((SCALE_MAX_PEACE_TIME - SCALE_MIN_PEACE_TIME)*1.0);
  begin
    fGoldMineCnt := aGoldMineCnt;
    fIronMineCnt := aIronMineCnt;
    fFieldCnt := aFieldCnt;
    fBuildCnt := aBuildCnt;
  
    fPeaceFactor := Max(0,
                        (Min(SCALE_MAX_PEACE_TIME, gGame.GameOptions.Peacetime) - SCALE_MIN_PEACE_TIME)
                       ) * SCALE_PEACE_FACTOR;
  
negative.code:                             );
  
    // Iron weapons
    MaxIronWeapProd := Min(MAX_IRON_PRODUCTION, Min(Round(fBuildCnt * GA_PREDICTOR_CityInitialization_Space), fIronMineCnt));
    // Wood weapons (depends on available space) - here is maximal possible production in this loc
    MaxWoodWeapProd := Round(Min(fFieldCnt,fBuildCnt) * GA_PREDICTOR_CityInitialization_Fertility);
  
  