anchor.diff:    (1,0,0,0,0,1,1,2),
     (1,1,1,0,0,2,2,0));
   
  -  StatHouse:array[1..27] of THouseType = (
  +  StatHouse: array [1..27] of THouseType = (
     ht_Quary, ht_Woodcutters, ht_FisherHut,
     ht_Farm, ht_Wineyard, ht_Mill, ht_Bakery,
     ht_Swine, ht_Stables, ht_Butchers, ht_Tannery,
  
positive.code:   ut_Recruit,
    ut_Serf, ut_Worker);
  
    MapEd_Order:array[0..13] of TUnitType = (
      ut_Militia, ut_AxeFighter, ut_Swordsman, ut_Bowman, ut_Arbaletman,
      ut_Pikeman, ut_Hallebardman, ut_HorseScout, ut_Cavalry, ut_Barbarian,
      ut_Peasant, ut_Slingshot, ut_MetalBarbarian, ut_Horseman);
  
    MapEd_Icon:array[0..13] of word = (
      61, 62, 63, 64, 65,
      66, 67, 68, 69, 70,
      79, 80, 81, 82);
  
    Animal_Order:array[0..7] of TUnitType = (
      ut_Wolf, ut_Fish,        ut_Watersnake, ut_Seastar,
      ut_Crab, ut_Waterflower, ut_Waterleaf,  ut_Duck);
  
    Animal_Icon:array[0..7] of word = (
      71, 72, 73, 74,
      75, 76, 77, 78);
  
  
negative.code:     ht_WeaponSmithy, ht_ArmorSmithy, ht_Barracks, ht_Store, ht_WatchTower,
      ht_FisherHut, ht_Marketplace);
  
    //Template for how resources are shown in Barracks
    BARRACKS_RES_COUNT = 11;
    BarracksResType: array [1..BARRACKS_RES_COUNT] of TResourceType =
      (rt_Shield, rt_MetalShield, rt_Armor, rt_MetalArmor, rt_Axe, rt_Sword,
       rt_Pike, rt_Hallebard, rt_Bow, rt_Arbalet, rt_Horse);
  
    //Layout of resources in Store
    STORE_RES_COUNT = 28;
    StoreResType: array [1..STORE_RES_COUNT] of TResourceType =
      (rt_Trunk,    rt_Stone,   rt_Wood,        rt_IronOre,   rt_GoldOre,
       rt_Coal,     rt_Steel,   rt_Gold,        rt_Wine,      rt_Corn,
       rt_Bread,    rt_Flour,   rt_Leather,     rt_Sausages,  rt_Pig,
  