anchor.diff:                + gHands[fOwner].Stats.GetWareBalance(wt_Corn) * 0.25;
     end;
   const
  -  WEAP_WORKSHOP_DELAY = 40 * 60 * 10;
  +  WEAP_WORKSHOP_DELAY = 35 * 60 * 10;
     WINEYARD_DELAY = 50 * 60 * 10;
   var
     Stats: TKMHandStats;
  
positive.code: const
    INN_TIME_LIMIT = 60 * 10 * 14; // ~ 14 minutes from start
    SCHOOL_PRODUCTION = 3; // Amount of gold which requires school (in 1 minute) - in ideal case it requires only 3.5 in real there is not sometimes gold so it must be lower
    FIRST_MARKETPLACE = 10 * 60 * 80;
    SECOND_MARKETPLACE = 10 * 60 * 180;
    BARRACKS_PEACE_DELAY = 30; // Build barracks since 30 min before
    BARRACKS_BEFORE_PEACE_END = 20; // Allow to build barracks before peace time
  
negative.code:   //GA_PREDICTOR_CityInitialization_Space         : Single = 1 / 750.0; // factor for iron weapons
    //GA_PREDICTOR_CityInitialization_Fertility     : Single = 1 / 800.0; // factor for wood weapons
    //GA_PREDICTOR_CityInitialization_Worker        : Single = 1 / 105.0;
    GA_PREDICTOR_CityInitialization_Space         : Single = 0.005257239;
    GA_PREDICTOR_CityInitialization_Fertility     : Single = 0.002; // factor for wood weapons
    GA_PREDICTOR_CityInitialization_Worker        : Single = 0.023373525;
    GA_PREDICTOR_STONE_NEED_PER_A_WORKER          : Single = 0.536727965;
    GA_PREDICTOR_WOOD_NEED_PER_A_WORKER           : Single = 0.3;
  
  type
    TWareBalance = record
  