anchor.diff:      fMaxIronWeapProd, fMaxWoodWeapProd, fMaxSoldiersInMin, fPeaceFactor: Single;
       fCityStats: TCityStats;
       fWareBalance: TWareBalanceArray;
  -    fFarmBuildHistory: THouseBuildHistory;
  +    fFarmBuildHistory: THouseBuildHistory; // Farms are another exception in production (production is delayed and depends on position of each farm)
       fSetup: TKMHandAISetup;
   
       procedure UpdateWareProduction(aWT: TKMWareType);
  
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: begin
    fIronMineCnt := fIronMineCnt - 1;
    ActualizeWeaponProduction();
  end;
  
  
  