anchor.diff:      if ( fPredictor.WareBalance[wt_Coal].Exhaustion < 20 )
         AND ( GetWareBalance(wt_Coal) < MIN_GOLD_AMOUNT ) then
         AddWare(wt_Coal);
  -    // Stone
  -    if (GetWareBalance(wt_Stone)-GetHouseQty(htWatchTower)*5 < LACK_OF_STONE)
  -      AND (Builder.Planner.PlannedHouses[htQuary].Completed = 0) then
  -      AddWare(wt_Stone);
     end;
   
     if RequiedCnt = 0 then
  
positive.code:     end;
    end;
  const
    SOLD_ORDER: array[0..27] of TKMWareType = (
      wt_Sausages,     wt_Wine,     wt_Fish,       wt_Bread,
      wt_Skin,         wt_Leather,  wt_Pig,
      wt_Trunk,        wt_Wood,
      wt_Shield,       wt_Axe,      wt_Pike,       wt_Bow,      wt_Armor,
      wt_MetalShield,  wt_Sword,    wt_Hallebard,  wt_Arbalet,  wt_MetalArmor,
      wt_Horse,        wt_Corn,     wt_Flour,
      wt_Steel,        wt_Gold,     wt_IronOre,    wt_Coal,     wt_GoldOre,
      wt_Stone
    );
    MIN_GOLD_AMOUNT = LACK_OF_GOLD * 3;
    LACK_OF_STONE = 50;
  
negative.code:     if (GetHouseQty(htMetallurgists) = 0)
         AND (GetWareBalance(wt_Gold) <= LACK_OF_GOLD) then
         AddWare(wt_Gold);
      // Stone
      if (GetWareBalance(wt_Stone)-GetHouseQty(htWatchTower)*5 < LACK_OF_STONE)
        AND (Builder.Planner.PlannedHouses[htQuary].Completed = 0) then
        AddWare(wt_Stone);
      // Gold ore
      if ( fPredictor.WareBalance[wt_GoldOre].Exhaustion < 20 )
        AND ( GetWareBalance(wt_Gold) < MIN_GOLD_AMOUNT )
  