anchor.diff:    var
       Y, X: Integer;
     const
  -    RADIUS = 8;
  +    RADIUS = 15;
     begin
       Result := False;
       for Y := Max(aQuaryLoc.Y-RADIUS, 1) to Min(aQuaryLoc.Y+RADIUS, gTerrain.MapY-1) do
       for X := Max(aQuaryLoc.X-RADIUS, 1) to Min(aQuaryLoc.X+RADIUS, gTerrain.MapX-1) do
  -      if (gTerrain.TileIsStone(X, Y) > 1) then
  +      if (gTerrain.TileIsStone(X, Y) > 0) then
           Exit;
       Result := True;
     end;
  
positive.code:   SNAP_TO_EDGE = 5;
    FIELD_PRICE = 1;
    DIR_PRICE: array[TDirection] of Byte = (5,15,20,15); //(dirN,dirE,dirS,dirW);
    AVOID_BUILDING_HOUSE_OUTSIDE_LOCK = 30;
    PRICE_ARR_CONST: TDirArrInt = (0,0,0,0);
    CNT_ARR_CONST: TDirArrByte = (0,0,0,0);
  var
  
negative.code:       IgnoreTrees := False;
        IgnoreAvoidBuilding := True;
        MaxCnt := 30;
        MaxDist := 11;
      end;
  
      StoneLocs := gAIFields.Eye.GetStoneLocs(); // Find stone locs
  