anchor.diff:        IronReq := Round((DEFAULT_COEFICIENT - IronReq) / 5.0); // 5 is equal to sum of all requirements in iron category
         for UT in IRON_ARMY do
           if not gHands[fOwner].Locks.GetUnitBlocked(UT) then
  -          for I := Low(TroopCost[UT]) to High(TroopCost[UT]) do
  -            if (TroopCost[UT,I] <> wt_None) then
  -              with fRequiredWeapons[ TroopCost[UT,I] ] do
  +          for I := Low(TROOP_COST[UT]) to High(TROOP_COST[UT]) do
  +            if (TROOP_COST[UT,I] <> wt_None) then
  +              with fRequiredWeapons[ TROOP_COST[UT,I] ] do
                   Required := Required + Round(DEFAULT_ARMY_REQUIREMENTS[UT] * IronReq);
       end;
     end;
  
positive.code:       WoodReq := Round((DEFAULT_COEFICIENT - WoodReq) / 5.0); // 5 is equal to sum of all requirements in leather category
        for UT in WOOD_ARMY do
          if not gHands[fOwner].Locks.GetUnitBlocked(UT) then
            for I := Low(TroopCost[UT]) to High(TroopCost[UT]) do
              if (TroopCost[UT,I] <> wt_None) then
                with fRequiredWeapons[ TroopCost[UT,I] ] do
                  Required := Required + Round(DEFAULT_ARMY_REQUIREMENTS[UT] * WoodReq);
      end;
  
  
negative.code:   if SP_DEFAULT_ADVANCED_AI then
    begin
      //SetKaMSeed(666);
      gGame.GameOptions.Peacetime := 60;//SP_DEFAULT_PEACETIME;
      fSetup.ApplyAgressiveBuilderSetup(True);
    end;
    fPredictor.AfterMissionInit();
  