anchor.diff:        WoodReq := Round((DEFAULT_COEFICIENT - WoodReq) / 5.0); // 5 is equal to sum of all requirements in leather category
         for UT in WOOD_ARMY do
           if not gHands[fOwner].Locks.GetUnitBlocked(UT) then
  -          for I := Low(TroopCost[UT]) to High(TroopCost[UT]) do
  -            if (TroopCost[UT,I] <> wt_None) then
  -              with fRequiredWeapons[ TroopCost[UT,I] ] do
  +          for I := Low(TROOP_COST[UT]) to High(TROOP_COST[UT]) do
  +            if (TROOP_COST[UT,I] <> wt_None) then
  +              with fRequiredWeapons[ TROOP_COST[UT,I] ] do
                   Required := Required + Round(DEFAULT_ARMY_REQUIREMENTS[UT] * WoodReq);
       end;
   
  
positive.code: //  gt_Melee,            //ut_MetalBarbarian
  //  gt_Mounted           //ut_Horseman
  //);
  //TroopCost: array [ut_Militia..ut_Cavalry, 1..4] of TKMWareType = (
  //  (wt_Axe,          wt_None,        wt_None,  wt_None ), //Militia
  //  (wt_Shield,       wt_Armor,       wt_Axe,   wt_None ), //Axefighter
  //  (wt_MetalShield,  wt_MetalArmor,  wt_Sword, wt_None ), //Swordfighter
  
negative.code:   if SP_DEFAULT_ADVANCED_AI then
    begin
      //SetKaMSeed(666);
      gGame.GameOptions.Peacetime := 60;//SP_DEFAULT_PEACETIME;
      fSetup.ApplyAgressiveBuilderSetup(True);
    end;
    fPredictor.AfterMissionInit();
  