anchor.diff:    );
   
   const
  +  //todo: Replace with GetEnumName
     PassabilityStr: array [TPassability] of string = (
       'CanWalk',      // General passability of tile for any walking units
       'CanWalkRoad',  // Type of passability for Serfs when transporting goods, only roads have it
  
positive.code:   0,0,0);
  
  const {Aligned to right to use them in GUI costs display as well}
    WarfareCosts: array[WEAPON_MIN..WEAPON_MAX,1..2]of TResourceType = (
      (rt_None,rt_Wood),    //rt_Shield
      (rt_Coal,rt_Steel),   //rt_MetalShield
      (rt_None,rt_Leather), //rt_Armor
      (rt_Coal,rt_Steel),   //rt_MetalArmor
      (rt_Wood,rt_Wood),    //rt_Axe
      (rt_Coal,rt_Steel),   //rt_Sword
      (rt_Wood,rt_Wood),    //rt_Pike
      (rt_Coal,rt_Steel),   //rt_Hallebard
      (rt_Wood,rt_Wood),    //rt_Bow
      (rt_Coal,rt_Steel)    //rt_Arbalet
    );
  
  { Terrain }
  
negative.code:   CELL_SIZE_PX          = 40;           //Single cell size in pixels (width)
    CELL_HEIGHT_DIV       = 33.333;       //Height divider, controlls terrains pseudo-3d look
    TOOLBAR_WIDTH         = 224;          //Toolbar width in game
    TERRAIN_PACE          = 100;          //Each tile gets updated once per ** ticks (100 by default), Warning, it affects field/tree growth rate
    FOW_PACE              = 10;           //Each tile gets updated once per ** ticks (10 by default)
  
  