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: var
    I: Integer;
    Loc: TKMPoint;
    H: TKMHouse;
  begin
    //Wait until resource is depleted and output is empty
    for I := 0 to gHands[fOwner].Houses.Count - 1 do
    begin
      H := gHands[fOwner].Houses[I];
      if not H.IsDestroyed
        AND H.ResourceDepletedMsgIssued
        AND (H.CheckResOut(wt_All) = 0) then
      begin
        Loc := H.Entrance;
        // Remove avoid building around coal mine
        if (H.HouseType = htCoalMine) then
          gAIFields.Influences.RemAvoidBuilding(KMRect(Loc.X-3, Loc.Y-3, Loc.X+4, Loc.Y+2));
        // Mark house plan as exhausted
        Builder.Planner.MarkAsExhausted(H.HouseType, Loc);
        H.DemolishHouse(fOwner);
      end;
    end;
  end;
  
  