anchor.diff:  begin
     // DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG
     //SetKaMSeed(666);
  -  //gGame.GameOptions.Peacetime := 60;
  -  //fSetup.ApplyAgressiveBuilderSetup(True);
  +  gGame.GameOptions.Peacetime := 60;
  +  fSetup.ApplyAgressiveBuilderSetup(True);
     // DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG
   
     // Change distribution
  
positive.code:       // Materials
        S.NotAcceptFlag[wt_Trunk] := (aTick > TRUNK_STORE_DELAY); // Trunk should not be blocked because of forest cleaning
        S.NotAcceptFlag[wt_Wood] := (aTick > WOOD_STORE_DELAY);// AND (Predictor.WareBalance[wt_Wood].Exhaustion > 40);
        S.NotAcceptFlag[wt_Stone] := (aTick > STONE_STORE_DELAY) OR (S.CheckResIn(wt_Stone) > gHands[fOwner].Stats.GetUnitQty(ut_Worker));
        S.NotAcceptFlag[wt_Gold] := S.CheckResIn(wt_Gold) > 400; // Everyone needs as much gold as possible
  
        // Food - don't store food when we have enought (it will cause trafic before storehouse)
  
negative.code:   Math, KM_CommonUtils, SysUtils, KM_Defaults, KM_CommonClasses, KM_Points,
    KM_AISetup, KM_ResHouses, KM_ResWares, KM_ResUnits, KM_HandStats,
    KM_CityPredictor, KM_CityBuilder, KM_CityPlanner, KM_AIArmyEvaluation;
  
  var
    GA_MANAGER_CheckUnitCount_SerfCoef    : Single = 0.2;
  
  type
    TKMWarfareArr = array[WARFARE_MIN..WARFARE_MAX] of record
  