anchor.diff:  const
     IRON_WARFARE: set of TKMWareType = [wt_MetalShield, wt_MetalArmor, wt_Sword, wt_Hallebard, wt_Arbalet];
     STANDARD_WARFARE: array[0..3] of TKMWareType = (wt_Axe, wt_Pike, wt_Bow, wt_Shield);
  +  MAX_IRON_PRODUCTION = 6;
     MIN_WOOD_PRODUCTION = 1;
     MAX_WOOD_PRODUCTION = 4;
     AFTER_PEACE_SCALING = 1 / (40*10*60); // Peace factor will be completely removed after {40} ticks since end of peace
  
positive.code:     property CityStats: TCityStats read fCityStats;
      property WareBalance: TWareBalanceArray read fWareBalance;
      property WorkerCount: Word read fWorkerCount;
  
      procedure AfterMissionInit();
      procedure CityInitialization(aGoldMineCnt, aIronMineCnt, aFieldCnt, aBuildCnt: Integer);
      procedure UpdateState(aTick: Cardinal);
      procedure LogStatus(var aBalanceText: UnicodeString);
      procedure OwnerUpdate(aPlayer: TKMHandIndex);
  
negative.code: 
  
  // City initialization, estimation of maximal possible production and restriction by peace time and loc properties
  procedure TKMCityPredictor.CityInitialization();
  const
    SCALE_MIN_PEACE_TIME = 60;
    SCALE_MAX_PEACE_TIME = 90;
    SCALE_PEACE_FACTOR = 1.0 / ((SCALE_MAX_PEACE_TIME - SCALE_MIN_PEACE_TIME)*1.0);
  begin
    fPeaceFactor := Max(0,
                        (Min(SCALE_MAX_PEACE_TIME, gGame.GameOptions.Peacetime) - SCALE_MIN_PEACE_TIME)
                       ) * SCALE_PEACE_FACTOR;
  