anchor.diff:  
   implementation
   uses
  -  KM_Units,
  -  KM_Units_Warrior, KM_PlayersCollection,
  -  KM_Resource, KM_ResourceHouse, KM_ResourceUnit, KM_Utils, KM_FogOfWar, KM_AI;
  +  KM_Units, KM_Units_Warrior, KM_PlayersCollection, KM_ResourceUnit;
   
   
   { TKMHouseBarracks }
  
positive.code:   RT: TWareType;
  begin
    inherited;
    //A new Barracks should inherit the accept properies of the first Barracksof that player,
    //which stops a sudden flow of unwanted resources to it as soon as it is create.
    FirstBarracks := TKMHouseBarracks(fPlayers[fOwner].FindHouse(ht_Barracks, 1));
    if (FirstBarracks <> nil) and not FirstBarracks.IsDestroyed then
      for RT := WARFARE_MIN to WARFARE_MAX do
  
negative.code:   KM_CommonClasses, KM_Defaults,
    KM_Houses, KM_ResourceWares;
  
  
  type
    //Barracks has 11 resources and Recruits
    TKMHouseBarracks = class(TKMHouse)
  