anchor.diff:        if not IsDeadOrDying then
         begin
           if (gHands[fOwner].Units[I] is TKMUnitSerf) AND IsIdle then
  -          gRenderAux.Quad(GetPosition.X, GetPosition.Y, $FF000000 OR COLOR_BLUE)
  +          gRenderAux.Quad(GetPosition.X, GetPosition.Y, $44000000 OR COLOR_BLUE)
           else if (gHands[fOwner].Units[I] is TKMUnitWorker) AND IsIdle then
  -          gRenderAux.Quad(GetPosition.X, GetPosition.Y, $FF000000 OR COLOR_NEW2);
  +          gRenderAux.Quad(GetPosition.X, GetPosition.Y, $44000000 OR COLOR_NEW2);
         end;
   
     Color := 0; // For compiler
  
positive.code:   // Build woodcutter when is forest near new house (or when is woodcutter destroyed but this is not primarly intended)
    HT := htWoodcutters;
    if (gHands[fOwner].Stats.GetHouseTotal(HT) < fPlanner.PlannedHouses[HT].Count)
      AND (AddToConstruction(HT, True, True) = cs_HousePlaced) then
    begin
      MaxPlans := MaxPlans - 1;
  
negative.code: begin
    case aNode.FieldType of
      ftRoad: NODE_TYPE := AVOID_BUILDING_NODE_LOCK_ROAD;
      else    NODE_TYPE := AVOID_BUILDING_NODE_LOCK_FIELD;
    end;
    with aNode.FieldList do
      for I := 0 to Count-1 do
  