anchor.diff:          begin
           end;
         // Update Materials / Gold
  -      wt_Gold: fWareBalance[wt_Gold].ActualConsumption := Min(fMaxSoldiersInMin, (fCityStats.Houses[ht_School] + RequiredHouses[ht_School]) * GOLD_PER_A_SCHOOL);
  +      wt_Gold: fWareBalance[wt_Gold].ActualConsumption := Min(fMaxSoldiersInMin, (fCityStats.Houses[ht_School] + RequiredHouses[ht_School]) * GOLD_NEED_PER_A_SCHOOL);
         wt_Stone:
           begin
  -          fWareBalance[wt_Stone].ActualConsumption := Min(fCityStats.Citizens[ut_Worker]+10, gHands[fOwner].AI.Setup.WorkerCount) * STONE_NEED_PER_A_WORKER;
  -          fWareBalance[wt_Stone].FinalConsumption := gHands[fOwner].AI.Setup.WorkerCount * STONE_NEED_PER_A_WORKER;
  +          fWareBalance[wt_Stone].ActualConsumption := Min(fCityStats.Citizens[ut_Worker]+10, fSetup.WorkerCount) * STONE_NEED_PER_A_WORKER;
  +          fWareBalance[wt_Stone].FinalConsumption := fSetup.WorkerCount * STONE_NEED_PER_A_WORKER;
           end;
         wt_Wood:
           begin
             UpdateWareConsumption(CONSUMPTION_ORDER[I], aInitialization);
             fWareBalance[wt_Wood].ActualConsumption := Max(fWareBalance[wt_Wood].ActualConsumption, fCityStats.Citizens[ut_Worker] * WOOD_NEED_PER_A_WORKER);
  -          fWareBalance[wt_Wood].FinalConsumption := Max(fWareBalance[wt_Wood].FinalConsumption, gHands[fOwner].AI.Setup.WorkerCount * WOOD_NEED_PER_A_WORKER);
  +          fWareBalance[wt_Wood].FinalConsumption := Max(fWareBalance[wt_Wood].FinalConsumption, fSetup.WorkerCount * WOOD_NEED_PER_A_WORKER);
           end;
         // Other cases
         else UpdateWareConsumption(CONSUMPTION_ORDER[I], aInitialization);
  
positive.code:   for I := CO_WEAPONS_MAX downto CO_WEAPONS_MIN do
    begin
      UpdateWareProduction(CONSUMPTION_ORDER[I]);
      // Consumption was set in initialization
      UpdateWareDerivation(CONSUMPTION_ORDER[I],aInitialization);
    end;
  
    // Update "Normal" ware flow
  
negative.code:   );
    CO_WEAPONS_MIN = 18;
    CO_WEAPONS_MAX = 27;
      CO_IRON_WEAPONS_MIN = 23;
      CO_IRON_WEAPONS_MAX = 27;
      CO_WOOD_WEAPONS_MIN = 22;
      CO_WOOD_WEAPONS_MAX = 18;
    CO_WARE_MIN = 0;
    CO_WARE_MAX = 17;
    {
  