anchor.diff:      ut_Farmer, ut_AnimalBreeder, ut_Baker, ut_Butcher, ut_Fisher, ut_Smith, ut_Serf, ut_Worker, ut_Recruit
     );
   var
  +  GoldShortage: Boolean;
     I,K,cnt: Integer;
     GoldProduced: Cardinal;
     H: TKMHouse;
  
positive.code: begin
    // DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG
    //SetKaMSeed(666);
    //gGame.GameOptions.Peacetime := 70;
    //fSetup.ApplyAgressiveBuilderSetup(True);
    // DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG
  
    // Change distribution
  
negative.code:   //Citizens
    // Make sure we have enough gold left for self-sufficient city
    GoldProduced := Stats.GetWaresProduced(wt_Gold);
    GoldShortage := (Stats.GetWareBalance(wt_Gold) < LACK_OF_GOLD) AND (GoldProduced = 0);
    if GoldShortage then
    begin
      UnitReq[ut_Serf] := 3; // 3x Serf
      UnitReq[ut_Worker] := Byte(fSetup.WorkerCount > 0);// 1x Worker
  