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(4);
  -  //gGame.GameOptions.Peacetime := 90;
  +  //gGame.GameOptions.Peacetime := 80;
     //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:        AND (GetWareBalance(wt_Gold) <= LACK_OF_GOLD) then
         AddWare(wt_Gold);
      // Gold ore
      if ( GetHouseQty(ht_GoldMine) < GetHouseQty(ht_Metallurgists) )
        AND ( GetWareBalance(wt_Gold) < MIN_GOLD_AMOUNT )
        AND ( GetWareBalance(wt_GoldOre) < MIN_GOLD_AMOUNT ) then
        AddWare(wt_GoldOre);
      // Coal
      if ( GetHouseQty(ht_CoalMine) < (GetHouseQty(ht_Metallurgists) + GetHouseQty(ht_IronSmithy) + GetHouseQty(ht_WeaponSmithy) + GetHouseQty(ht_ArmorSmithy)) )
        AND ( GetWareBalance(wt_Coal) < MIN_GOLD_AMOUNT ) then
        AddWare(wt_Coal);
      // Stone
  
negative.code:       // Materials
        S.NotAcceptFlag[wt_Trunk] := (aTick > TRUNK_STORE_DELAY); // Trunk should not be blocked because of forest cleaning
        S.NotAcceptFlag[wt_Wood] := (aTick > WOOD_STORE_DELAY);// AND (Predictor.WareBalance[wt_Wood].Exhaustion > 40);
        S.NotAcceptFlag[wt_Stone] := (aTick > STONE_STORE_DELAY) OR (S.CheckResIn(wt_Stone) > gHands[fOwner].Stats.GetUnitQty(ut_Worker));
        S.NotAcceptFlag[wt_Gold] := S.CheckResIn(wt_Gold) > 400; // Everyone needs as much gold as possible
  
        // Food - don't store food when we have enought (it will cause trafic before storehouse)
        S.NotAcceptFlag[wt_Wine] := gHands[fOwner].Stats.GetWareBalance(wt_Wine) > 100;
        S.NotAcceptFlag[wt_Sausages] := gHands[fOwner].Stats.GetWareBalance(wt_Sausages) > 100;
        S.NotAcceptFlag[wt_Bread] := gHands[fOwner].Stats.GetWareBalance(wt_Bread) > 100;
        S.NotAcceptFlag[wt_Fish] := gHands[fOwner].Stats.GetWareBalance(wt_Fish) > 100;
  