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 := 90;
  +  //gGame.GameOptions.Peacetime := 60;
     //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
   
  
positive.code:   KM_CityPredictor, KM_CityBuilder, KM_CityPlanner, KM_AIArmyEvaluation;
  
  var
    GA_MANAGER_CheckUnitCount_SerfCoef    : Single = 0.516044855;
    GA_MANAGER_CheckUnitCount_SerfLimit   : Single = 1.938630491;
  
  type
    TKMWarfareArr = array[WARFARE_MIN..WARFARE_MAX] of record
  
negative.code:   if GoldShortage then
    begin
      UnitReq[ut_Serf] := 3; // 3x Serf
      UnitReq[ut_Worker] := Byte(fPredictor.WorkerCount > 0);// 1x Worker
      UnitReq[ut_Miner] := Stats.GetHouseTotal(htCoalMine) + Stats.GetHouseTotal(htGoldMine) + Stats.GetHouseQty(htIronMine); // Miner can go into iron / gold / coal mines (idealy we need 1 gold and 1 coal but it is hard to catch it)
      UnitReq[ut_Metallurgist] := Stats.GetHouseTotal(htMetallurgists) + Stats.GetHouseQty(htIronSmithy); // Metallurgist (same problem like in case of miner)
      UnitReq[ut_Woodcutter] := Byte(Stats.GetHouseQty(htWoodcutters) > 0); // 1x Woodcutter
  