anchor.diff:  
   
   //Make the area around to be avoided by common houses
  -procedure TKMInfluences.AddAvoidBuilding(aX,aY: Word; aRad: Single; aValue: Byte = 255; aDecreasing: Boolean = False; aDecreaseSpeed: Single = 1);
  +procedure TKMInfluences.AddAvoidBuilding(aX,aY: Word; aRad: Single; aValue: Byte = 255; aDecreaseCoef: Single = 0);
   var
     X,Y: Integer;
     SqrDist, SqrMaxDist: Single;
  
positive.code:     begin
        SqrDist := Sqr(aX-X) + Sqr(aY-Y);
        if (SqrDist <= SqrMaxDist) then
        begin
          if aDecreasing then
            //AvoidBuilding[Y,X] := Min(AvoidBuilding[Y,X] + Max(0, Round((1 - Dist * MaxDistInv) * aValue)), 255)
            AvoidBuilding[Y,X] := Min(AvoidBuilding[Y,X] + Max(0, Round(aValue - SqrDist * aDecreaseSpeed)), 255)
          else
            AvoidBuilding[Y,X] := Min(AvoidBuilding[Y,X] + aValue, 255);
        end;
      end;
  end;
  
  
negative.code: const
    // Avoid bulding values of specific actions (tile lock by specific action)
    AVOID_BUILDING_UNLOCK = 0;
    AVOID_BUILDING_HOUSE_OUTSIDE_LOCK = 10;
    AVOID_BUILDING_HOUSE_INSIDE_LOCK = 15;
    AVOID_BUILDING_COAL_TILE = 20;
    AVOID_BUILDING_NODE_LOCK_FIELD = 25;
    AVOID_BUILDING_NODE_LOCK_ROAD = 30;
    AVOID_BUILDING_MINE_TILE = 40;
    AVOID_BUILDING_INACCESSIBLE_TILES = 45;
    AVOID_BUILDING_FOREST_RANGE = 200; // Value: 255 <-> AVOID_BUILDING_FOREST_VARIANCE which may forest tiles have
    AVOID_BUILDING_FOREST_MINIMUM = 255 - AVOID_BUILDING_FOREST_RANGE; // Minimum value of forest reservation tiles
  
  
  