anchor.diff:    GA_BUILDER_ChHTB_AllWorkerCoef        : Single = 9.645618439;
     GA_BUILDER_ChHTB_FreeWorkerCoef       : Single = 1;
     GA_BUILDER_TRUNK_SHORTAGE             : Single = 1;
  -  GA_BUILDER_STONE_SHORTAGE             : Single = 5.60124576; //10.40034485;
  +  GA_BUILDER_STONE_SHORTAGE             : Single = 3.034022748;
     GA_BUILDER_WOOD_SHORTAGE              : Single = 10.05567646;
     GA_BUILDER_GOLD_SHORTAGE              : Single = 32.64543295;
   
  
positive.code:         begin
          end;
        end;
        RequiredHouses[  PRODUCTION[ WareOrder[I] ]  ] := 0; // Make sure that next node will not scan this house in this tick
      end;
      Result := Output;
    end;
  
negative.code:     begin
        if (WareOrder[I] = wt_None) then
          break;
        HT := PRODUCTION[ WareOrder[I] ];
        if (RequiredHouses[HT] <= 0) then // wt_Leather and wt_Pig require the same building so avoid to place 2 houses at once
          continue;
        // Farms and wineyards should be placed ASAP because fields may change evaluation of terrain and change tpBuild status of surrouding tiles!
        case AddToConstruction(HT, HT in [htFarm, htWineyard], False) of
          cs_NoNodeAvailable: break;
          cs_HouseReservation, cs_RemoveTreeProcedure: Output := True;
          cs_HousePlaced:
  