anchor.diff:  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);
  +  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
  
positive.code: 
        // Materials
        S.NotAcceptFlag[wt_Trunk] := (aTick > TRUNK_STORE_DELAY); // Trunk should not be blocked because of forest cleaning
        S.NotAcceptFlag[wt_Wood] := (aTick > WOOD_STORE_DELAY);// AND (Predictor.WareBalance[wt_Wood].Exhaustion > 40);
        S.NotAcceptFlag[wt_Stone] := (aTick > STONE_STORE_DELAY) OR (S.CheckResIn(wt_Stone)*2 > gHands[fOwner].Stats.GetUnitQty(ut_Worker));
        S.NotAcceptFlag[wt_Gold] := S.CheckResIn(wt_Gold) > 400; // Everyone needs as much gold as possible
  
  
negative.code:     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;
  