anchor.diff:                              );
   
     // Iron weapons
  -  MaxIronWeapProd := Min(Round(fBuildCnt * GA_PREDICTOR_CityInitialization_Space), fIronMineCnt);
  +  MaxIronWeapProd := Min(MAX_IRON_PRODUCTION, Min(Round(fBuildCnt * GA_PREDICTOR_CityInitialization_Space), fIronMineCnt));
     // Wood weapons (depends on available space) - here is maximal possible production in this loc
     MaxWoodWeapProd := Round(Min(fFieldCnt,fBuildCnt) * GA_PREDICTOR_CityInitialization_Fertility);
   
  
positive.code:     fMaxIronWeapProd, fMaxWoodWeapProd, fMaxSoldiersInMin, fPeaceFactor: Single;
      fCityStats: TCityStats;
      fWareBalance: TWareBalanceArray;
      fFarmBuildHistory: THouseBuildHistory;
      fSetup: TKMHandAISetup;
  
      procedure UpdateWareProduction(aWT: TKMWareType);
  
negative.code: const
    IRON_WARFARE: set of TKMWareType = [wt_MetalShield, wt_MetalArmor, wt_Sword, wt_Hallebard, wt_Arbalet];
    STANDARD_WARFARE: array[0..3] of TKMWareType = (wt_Axe, wt_Pike, wt_Bow, wt_Shield);
    MAX_IRON_PRODUCTION = 6;
    MIN_WOOD_PRODUCTION = 1;
    MAX_WOOD_PRODUCTION = 4;
    AFTER_PEACE_SCALING = 1 / (40*10*60); // Peace factor will be completely removed after {40} ticks since end of peace
  