anchor.diff:    KM_CityPredictor, KM_CityBuilder, KM_CityPlanner, KM_AIArmyEvaluation;
   
   var
  -  GA_MANAGER_CheckUnitCount_SerfCoef    : Single = 0.516044855;
  -  GA_MANAGER_CheckUnitCount_SerfLimit   : Single = 1.938630491;
  +  //GA_MANAGER_CheckUnitCount_SerfCoef    : Single = 0.3677794933;
  +  //GA_MANAGER_CheckUnitCount_SerfLimit   : Single = 4.057023287;
  +  GA_MANAGER_CheckUnitCount_SerfCoef    : Single = 0.193077;
  +  GA_MANAGER_CheckUnitCount_SerfLimit   : Single = 2.178943;
   
   type
     TKMWarfareArr = array[WARFARE_MIN..WARFARE_MAX] of record
  
positive.code: 
  
  const
    LACK_OF_GOLD = 8;
  
  
  { TKMCityManagement }
  
negative.code:     UnitReq[ut_Worker] := 0;
      if (Stats.GetWareBalance(wt_Gold) > LACK_OF_GOLD * 2.5) OR (GoldProduced > 0) then // Dont train servs / workers / recruits when we will be out of gold
      begin
        UnitReq[ut_Worker] :=  fPredictor.WorkerCount;
        UnitReq[ut_Recruit] := RecruitsNeeded(Houses[htWatchTower]);
      end;
      if (Stats.GetWareBalance(wt_Gold) > LACK_OF_GOLD * 1.5) OR (GoldProduced > 0) then // Dont train servs / workers / recruits when we will be out of gold
  