anchor.diff:  
   
     BASIC_HOUSES: TSetOfHouseType = [ht_School, ht_Barracks, ht_Inn, ht_MarketPlace, ht_Store];
  -  BUILD_WARE: TSetOfWare = [wt_GoldOre, wt_Coal, wt_Gold, wt_Stone, wt_Trunk, wt_Wood];
  +  //BUILD_WARE: TSetOfWare = [wt_GoldOre, wt_Coal, wt_Gold, wt_Stone, wt_Trunk, wt_Wood];
     FOOD_WARE: TSetOfWare = [wt_Corn, wt_Flour, wt_Bread, wt_Pig, wt_Sausages, wt_Wine, wt_Fish];
     WEAPON_WARE: TSetOfWare = [wt_Skin, wt_Leather, wt_Horse, wt_IronOre, wt_Coal, wt_Steel, wt_Axe, wt_Bow, wt_Pike, wt_Armor, wt_Shield, wt_Sword, wt_Arbalet, wt_Hallebard, wt_MetalShield, wt_MetalArmor];
     BUILD_ORDER_WARE: array[0..5] of TWareType = (wt_Stone, wt_Gold, wt_GoldOre, wt_Coal, wt_Trunk, wt_Wood);
  
positive.code:   // Build Wine or Corn fields
    procedure BuildFields();
    var
      I,{K,}ActiveWorkers: Integer;
    begin
      ActiveWorkers := 0;
      with aNode do
  
negative.code:             Active := True;
              RemoveTreesMode := False;
              ShortcutMode := False;
              MaxReqWorkers := Round(GA_BUILDER_BuildHouse_RoadMaxWork) + Byte(aUnlockProcedure) * 20;
              RequiredWorkers := Min(MaxReqWorkers, FieldList.Count);
              CenterPoint := FieldList[ FieldList.Count-1 ]; // Road node must start from exist house
            end;
          end;
          // Add field to node (if is required [ht_Farm, ht_Wineyard])
  