anchor.diff:    TrunkProductionRate := HouseCount(ht_Woodcutters) * ProductionRate[rt_Trunk];
     WoodProductionRate := HouseCount(ht_Sawmill) * ProductionRate[rt_Wood];
     WoodConsumptionRate := WoodNeed
  -                       + HouseCount(ht_ArmorWorkshop) / 2 * ProductionRate[rt_Armor] //we /2 because half of the time house makes armor and half - shields
  +                       + HouseCount(ht_ArmorWorkshop) / 2 * ProductionRate[rt_Shield] //we /2 because half of the time house makes armor and half - shields
                          + HouseCount(ht_WeaponWorkshop) * ProductionRate[rt_Pike];
  +
     with fDemandWeaponry do
     begin
       if WoodProductionRate >= WoodConsumptionRate then
       begin
         //Let every industry think the extra belongs to it
         WoodenWeapon.WoodTheory := (WoodProductionRate - WoodConsumptionRate + HouseCount(ht_WeaponWorkshop) * ProductionRate[rt_Pike]);
  -      WoodenArmor.WoodTheory := (WoodProductionRate - WoodConsumptionRate + HouseCount(ht_ArmorWorkshop) * ProductionRate[rt_Armor]);
  +      WoodenArmor.WoodTheory := (WoodProductionRate - WoodConsumptionRate + HouseCount(ht_ArmorWorkshop) * ProductionRate[rt_Shield]);
       end
       else
       begin
  
positive.code:   //Convert army request into how many weapons are needed
    with fDemandWeaponry do
    begin
      Weaponry[rt_Shield].Demand := ShieldNeed ;
      Weaponry[rt_MetalShield].Demand := ShieldNeed;
      Weaponry[rt_Armor].Demand := ArmorNeed;
      Weaponry[rt_MetalArmor].Demand := ArmorNeed;
  
negative.code:     AppendMaterials;
  
  
      DistributeCorn;
      CoDistributeCoal
      WoodDistribution;
  
      UpdateBalanceGold;
  