anchor.diff:    //2. Fieldworks
     //3. Houses
     //4. Repairs
  +  //However we decided to make repairs the highest priority since the player has absolute control over it
  +  //(they can switch repair off at any time) and only a limited number of workers can be assigned to each
  +  //repair job (same as for building houses)
  +  AssignRepairs;
     AssignHousePlans;
     AssignFieldworks;
     AssignHouses;
  -  AssignRepairs;
   end;
   
   
  
positive.code:   end
    else
      for I := 0 to fRepairList.fHousesCount - 1 do
        if fRepairList.fHouses[i].House <> nil then
        begin
          BestWorker := GetBestWorker(KMPointBelow(fRepairList.fHouses[I].House.GetEntrance));
          if BestWorker <> nil then fRepairList.GiveTask(I, BestWorker);
  
negative.code:   Result := -1;
    aBid := MaxSingle;
    for I := 0 to fHousesCount - 1 do
    if (fHouses[I].House <> nil)
    and (fHouses[I].Assigned < MAX_WORKERS[fHouses[i].House.HouseType]) then
    begin
      NewBid := KMLengthDiag(aWorker.GetPosition, fHouses[I].House.GetPosition);
      NewBid := NewBid + fHouses[I].Assigned * BID_MODIF;
  