anchor.diff:        WT := Ware;
         if (RequiredHouses[ PRODUCTION[WT] ] > 0) then
         begin
  -        Priority := WareBalance[WT].Exhaustion - WareBalance[WT].Fraction * GA_BUILDER_ChHTB_FractionCoef;
  +        Priority := WareBalance[WT].Exhaustion - WareBalance[WT].Fraction * GA_BUILDER_ChHTB_FractionCoef
  +                    - Byte(PRODUCTION[WT] = htBakery) * 1000;
           for I := Low(WareOrder) to High(WareOrder) do
             if (WT = wt_None) then
               break
  
positive.code: 
  const
    BUILD_TOWER_DELAY = 17 * 60 * 10; // 17 minutes before end of peace
  var
    I, RequiredStones, RequiredWood: Integer;
    TrunkBalance: Single;
  
negative.code:   TSetOfHouseType = set of TKMHouseType;
  const
  
    //htWoodcutters,    htQuary,         htSawmill,        htIronMine,      htGoldMine,
    //htCoalMine,       htIronSmithy,    htMetallurgists,  htWineyard,      htFarm,
    //htBakery,         htMill,          htTannery,        htButchers,      htSwine,
    //htSwine,          htArmorWorkshop, htArmorSmithy,    htArmorWorkshop, htArmorSmithy,
    //htWeaponWorkshop, htWeaponSmithy,  htWeaponWorkshop, htWeaponSmithy,  htWeaponWorkshop,
    //htWeaponSmithy,   htStables,       htFisherHut
  
  
    BASIC_HOUSES: TSetOfHouseType = [htSchool, htBarracks, htInn, htMarketplace, htStore];
  