anchor.diff:        Citizens[UT] := gHands[fOwner].Stats.GetUnitQty(UT);
         CitizensCnt := CitizensCnt + Citizens[UT];
       end;
  -    WarriorsCnt := 0;
  +    CitizensCnt := CitizensCnt - Citizens[ut_Recruit]; // Count recruits as soldiers
  +    WarriorsCnt := Citizens[ut_Recruit];
       for UT := Low(Warriors) to High(Warriors) do
       begin
         Warriors[UT] := gHands[fOwner].Stats.GetUnitQty(UT);
  
positive.code: var
    GA_PREDICTOR_CityInitialization_Space         : Single = 0.001962816; // factor for iron weapons
    GA_PREDICTOR_CityInitialization_Fertility     : Single = 0.001023545; // factor for wood weapons
    GA_PREDICTOR_CityInitialization_Worker        : Single = 0.046542886;
    GA_PREDICTOR_STONE_NEED_PER_A_WORKER          : Single = 0.648239613;
    GA_PREDICTOR_WOOD_NEED_PER_A_WORKER           : Single = 0.280672461;
  
  
negative.code: // Update ware production
  procedure TKMCityPredictor.UpdateWareProduction(aWT: TKMWareType);
  begin
    fWareBalance[aWT].Production := fCityStats.Houses[ PRODUCTION[aWT] ] * ProductionRate[aWT];
  end;
  
  
  