anchor.diff:  begin
     case aNode.FieldType of
       ftRoad: NODE_TYPE := AVOID_BUILDING_NODE_LOCK_ROAD;
  -    else     NODE_TYPE := AVOID_BUILDING_NODE_LOCK_FIELD;
  +    else    NODE_TYPE := AVOID_BUILDING_NODE_LOCK_FIELD;
     end;
     with aNode.FieldList do
       for I := 0 to Count-1 do
  
positive.code:       if not IsDeadOrDying then
        begin
          if (gHands[fOwner].Units[I] is TKMUnitSerf) AND IsIdle then
            gRenderAux.Quad(GetPosition.X, GetPosition.Y, $FF000000 OR COLOR_BLUE)
          else if (gHands[fOwner].Units[I] is TKMUnitWorker) AND IsIdle then
            gRenderAux.Quad(GetPosition.X, GetPosition.Y, $FF000000 OR COLOR_NEW2);
        end;
  
    Color := 0; // For compiler
  
negative.code:   //BUILD_WARE: TSetOfWare = [wt_GoldOre, wt_Coal, wt_Gold, wt_Stone, wt_Trunk, wt_Wood];
    //FOOD_WARE: TSetOfWare = [wt_Corn, wt_Flour, wt_Bread, wt_Pig, wt_Sausages, wt_Wine, wt_Fish, wt_Wood];
    //WEAPON_WARE: TSetOfWare = [wt_Skin, wt_Leather, wt_Horse, wt_IronOre, wt_Coal, wt_Steel, wt_Axe, wt_Bow, wt_Pike, wt_Armor, wt_Shield, wt_Sword, wt_Arbalet, wt_Hallebard, wt_MetalShield, wt_MetalArmor];
    // All considerable ware (from weapons / armors just 1 piece of ware type because it is produced in same house)
    ALL_WARE: TSetOfWare = [wt_Corn, wt_Pig, wt_Sausages, wt_Wine, wt_Fish, wt_Wood, wt_Skin, wt_Leather, wt_Horse, wt_IronOre, wt_Coal, wt_Steel, wt_Axe, wt_Armor, wt_Sword, wt_MetalArmor, wt_Flour, wt_Bread];
    //BUILD_ORDER_WARE: array[0..8] of TKMWareType = (wt_Stone, wt_Gold, wt_GoldOre, wt_Coal, wt_Trunk, wt_Wood, wt_Corn, wt_Pig, wt_Sausages);
    BUILD_ORDER_WARE: array[0..5] of TKMWareType = (wt_Stone, wt_GoldOre, wt_Coal, wt_Gold, wt_Trunk, wt_Wood);
  var
  