anchor.diff:  end;
   
   
  -// Faster method for placing house (old in at the end of this file)
  +// Faster method for placing house (old is at the end of this file)
   //{
   function TKMCityPlanner.FindPlaceForHouse(aUnlockProcedure: Boolean; aHT: TKMHouseType; out aBestLocs: TKMPointArray): Byte;
   const
  
positive.code:   SQR_DEC_SPEED = AVOID_BUILDING_FOREST_RANGE / (BLOCK_RAD * BLOCK_RAD);
  var
    Output, PartOfForest: Boolean;
    I,K: Integer;
    Point: TKMPoint;
  begin
    Output := False;
  
    gAIFields.Eye.GetForests(fForestsNearby);
    // Delete used forests (used by woodcutter - no matter if in chop only or chop and plant mode)
    for I := fForestsNearby.Count-1 downto 0 do
      if (gAIFields.Influences.AvoidBuilding[  fForestsNearby.Items[I].Y, fForestsNearby.Items[I].X  ] >= 250)
        OR not EnoughTreeSeedTiles( fForestsNearby.Items[I] ) then
        fForestsNearby.Delete(I)
      else
        for K := 0 to fPlannedHouses[htWoodcutters].Count - 1 do
        begin
          Point := fPlannedHouses[htWoodcutters].Plans[K].SpecPoint;
          if (gAIFields.Influences.AvoidBuilding[Point.Y, Point.X] < AVOID_BUILDING_FOREST_MINIMUM) // Chop-only mode
            AND (KMDistanceSqr(fForestsNearby.Items[I], Point) < SQR_MIN_DIST_FROM_CHOP_ONLY) then
          begin
            fForestsNearby.Delete(I);
            break;
          end;
        end;
  
negative.code:       AND not (HT in HOUSE_DEPENDENCE[aHT]) then
        FindPlaceAroundHType(HT);
  
    Result := Min(Count, BEST_PLANS_CNT);
  end;
  //}
  