anchor.diff:      //How much Gold do we need
       Consumption := GoldNeed + Byte(HouseCount(htBarracks) > 0) * gHands[fOwner].AI.Setup.WarriorsPerMinute;
   
  -    GoldOreReserve := gHands[fOwner].Stats.GetWareBalance(wt_GoldOre) / (2 * Consumption);
  +    GoldOreReserve := gHands[fOwner].Stats.GetWareBalance(wt_GoldOre) / Max(1,(2 * Consumption));
   
       //How much gold in theory we could get
       //CoalTheory - coal calculated separately
  
positive.code:   end;
  
    IronConsumption := SteelConsumptionRate; //Any not being used for steel is excess
    IronReserve := gHands[fOwner].Stats.GetWareBalance(wt_IronOre) / IronConsumption;
    IronProduction := IronPerMin + Max(IronReserve - 30, 0);
  
    if IronProduction >= IronConsumption then
  
negative.code:                gHands[fOwner].Stats.GetWareBalance(wt_Sausages) * SAUSAGE_RESTORE +
                 gHands[fOwner].Stats.GetWareBalance(wt_Wine) * WINE_RESTORE +
                 gHands[fOwner].Stats.GetWareBalance(wt_Fish) * FISH_RESTORE;
      Reserve := Reserve / Max(1,Consumption);
  
      Balance := Production - Consumption + Max(Reserve - 30, 0);
      fFoodText := Format('%.2f Food: %.2f - %.2f + %.2f|', [Balance, Production, Consumption, Reserve])
  