anchor.diff:    for I := 0 to BuildFF.Locs.Count - 1 do
     begin
       Loc := BuildFF.Locs.Items[I];
  -    Gain := - GA_PLANNER_PlaceWoodcutter_DistFromForest * BuildFF.Distance[Loc]
  +    Gain := - GA_PLANNER_PlaceWoodcutter_DistFromForest * BuildFF.DistanceInitPoint[Loc]
              + DistCrit(htWoodcutters, Loc)
              + SnapCrit(htWoodcutters, Loc);
       if (Gain > BestGain) then // No need to check for coal tiles everything
  
positive.code:           // Try to find stone locs -> array will be automatically filtered by walkable areas inside of BuildFF
            BuildFF.FindPlaceForHouse(HouseReq, InitPointsArr, True);
            // Evaluate new locs
            BestGain := 0;
            for I := 0 to BuildFF.Locs.Count - 1 do
            begin
              Loc := BuildFF.Locs.Items[I];
              Gain := 100000
                     - BuildFF.Distance[Loc] * 200 // Snap crit is aggressive
                     + SnapCrit(aHT, Loc);
              if (Gain > BestGain) then
              begin
                BestGain := Gain;
  
negative.code:       IgnoreTrees := False;
        IgnoreAvoidBuilding := True;
        MaxCnt := 30;
        MaxDist := 13;
      end;
  
      StoneLocs := gAIFields.Eye.GetStoneLocs(); // Find stone locs
  