anchor.diff:    RequiredHouses := fPredictor.RequiredHouses;
     WareBalance := fPredictor.WareBalance;
   
  -  // Dont try to place wine we are out of wood
  +  //
  +  RequiredHouses[htQuary] := RequiredHouses[htQuary] * Byte(not (fStoneShortage AND (fPlanner.PlannedHouses[htQuary].Completed < 3) AND (fPlanner.PlannedHouses[htQuary].UnderConstruction > 2)));
  +  // Dont try to place wine if we are out of wood
     RequiredHouses[htWineyard] := RequiredHouses[htWineyard] * Byte(not(fTrunkShortage OR (MaxPlace < 3)));
   
     // Find place for chop-only woodcutters when we start to be out of wood
  
positive.code: 
  
  end.
  
  
negative.code:     aBalanceText := aBalanceText + '|Wood shortage';
    if fGoldShortage then
      aBalanceText := aBalanceText + '|Gold shortage';
  
    fPlanner.LogStatus(aBalanceText);
  end;
  
  
  procedure TKMCityBuilder.Paint();
  const
  