anchor.diff:  
   
   //Add resource as usual and initiate unit training
  -procedure TKMHouseSchool.ResAddToIn(aResource: TResourceType; const aCount: Word = 1; aFromScript: Boolean = False);
  +procedure TKMHouseSchool.ResAddToIn(aResource: TResourceType; aCount: Word = 1; aFromScript: Boolean = False);
   begin
     inherited;
   
  
positive.code:     function GetResTotal(aResource: TResourceType): Word; overload;
      function CheckResIn(aResource:TResourceType):word; override;
      function CheckResOrder(aID:byte):word; override;
      procedure ResAddToIn(aResource: TResourceType; const aCount:word=1; aFromScript:boolean=false); override;
      procedure ResEditOrder(aID:byte; aAmount:integer); override;
      procedure ResTakeFromOut(aResource:TResourceType; const aCount: Word=1); override;
  
  
negative.code:     constructor Create(aID: Cardinal; aHouseType: THouseType; PosX, PosY: Integer; aOwner: TPlayerIndex; aBuildState: THouseBuildState);
      constructor Load(LoadStream: TKMemoryStream); override;
      procedure SyncLoad; override;
      procedure ResAddToIn(aResource: TResourceType; aCount: Word = 1; aFromScript: Boolean = False); override;
      procedure AddUnitToQueue(aUnit: TUnitType; aCount: Byte); //Should add unit to queue if there's a place
      procedure RemUnitFromQueue(aID: Byte); //Should remove unit from queue and shift rest up
      procedure StartTrainingUnit; //This should Create new unit and start training cycle
  