anchor.diff:    SaveStream.PlaceMarker('CityManagement');
     SaveStream.Write(fOwner);
     SaveStream.Write(fUnitReqCnt);
  -  SaveStream.Write(fWarriorsDemands, SizeOf(fWarriorsDemands)); // Usend for Army management -> must be saved
  +  SaveStream.Write(fWarriorsDemands, SizeOf(fWarriorsDemands)); // Used for Army management -> must be saved
     //SaveStream.Write(fRequiredWeapons, SizeOf(fRequiredWeapons)); // Computed every time
   
     fPredictor.Save(SaveStream);
  
positive.code:   begin
      H := gHands[fOwner].Houses[I];
      if not H.IsDestroyed
        AND H.ResourceDepleted
        AND (H.CheckResOut(wtAll) = 0) then
      begin
        Loc := H.Entrance;
        // Remove avoid building around coal mine
        if (H.HouseType = htCoalMine) then
          gAIFields.Influences.RemAvoidBuilding(KMRect(Loc.X-3, Loc.Y-3, Loc.X+4, Loc.Y+2));
        // Mark house plan as exhausted
        Builder.Planner.MarkAsExhausted(H.HouseType, Loc);
        H.DemolishHouse(fOwner);
      end;
    end;
  end;
  
negative.code: 
  procedure TKMCityManagement.UpdateState(aTick: Cardinal);
  const
    LONG_UPDATE = MAX_HANDS * 2;
  begin
    {$IFDEF PERFLOG}
    gPerfLogs.SectionEnter(psAICityAdv, aTick);
  