anchor.diff:  
   
   procedure TKMCityManagement.AfterMissionInit();
  +  procedure SetWareDistribution();
  +  begin
  +    // Top priority for gold mines
  +    gHands[fOwner].Stats.WareDistribution[wt_coal, ht_Metallurgists] := 5;
  +    gHands[fOwner].Stats.WareDistribution[wt_coal, ht_WeaponSmithy] := 2;
  +    gHands[fOwner].Stats.WareDistribution[wt_coal, ht_IronSmithy] := 3;
  +    gHands[fOwner].Stats.WareDistribution[wt_coal, ht_ArmorSmithy] := 2;
  +
  +    gHands[fOwner].Houses.UpdateResRequest;
  +  end;
   const
     WORKER_COEF = 80.0;
   var
  
positive.code: 
  procedure TKMCityManagement.UpdateState(aTick: Cardinal);
  const
    WORKER_COEF = 5.0;
    LONG_UPDATE = MAX_HANDS * 10;
  var
    FreeWorkersCnt: Integer;
  begin
    // Priorities
    if (aTick = 10) then
    begin
      //fPredictor.UpdateState();
      // if (aTick + Byte(fOwner)) mod (MAX_HANDS * 10) <> MAX_HANDS then Exit;
    end;
    //{
    FreeWorkersCnt := 0;
    fBuilder.UpdateState(aTick, FreeWorkersCnt);
    //if ((FreeWorkersCnt > 0) OR (gHands[fOwner].Stats.GetHouseQty(ht_Metallurgists) > 0)) AND (aTick mod 12 = fOwner) then
    //if (aTick mod 12 = fOwner) AND (FreeWorkersCnt > 0) then
    if (aTick mod MAX_HANDS = fOwner) AND (FreeWorkersCnt > 0) then
    begin
      fPredictor.UpdateState(aTick);
      fBuilder.ChooseHousesToBuild(Max(1,Ceil(FreeWorkersCnt/WORKER_COEF)), fPredictor.RequiredHouses, fPredictor.WareBalance);
      if not SKIP_RENDER then
      begin
        fPredictor.LogStatus(fBalanceText);
  
negative.code: 
    // Place all houses AfterMissionInit (only for GA_PLANNER tuning parameters)
    Cnt := 0;
    GA_PLANNER := True;
    if GA_PLANNER then
      for I := 0 to 100 do
      begin
  