anchor.diff:  end;
   
   
  -// Try trade  
  +// Try trade
   procedure TKMCityManagement.CheckMarketplaces();
   var
     RequiedCnt, AvailableCnt: Word;
  
positive.code:       IronReq := Round((DEFAULT_COEFICIENT - IronReq) / 5.0); // 5 is equal to sum of all requirements in iron category
        for UT in IRON_ARMY do
          if not gHands[fOwner].Locks.GetUnitBlocked(UT) then
            for I := Low(TROOP_COST[UT]) to High(TROOP_COST[UT]) do
              if (TROOP_COST[UT,I] <> wt_None) then
                with fRequiredWeapons[ TROOP_COST[UT,I] ] do
                  Required := Required + Round(DEFAULT_ARMY_REQUIREMENTS[UT] * IronReq);
      end;
    end;
  
negative.code: 
  
  procedure TKMCityManagement.AfterMissionInit();
  begin
    if SP_DEFAULT_ADVANCED_AI then
    begin
      //SetKaMSeed(666);
      gGame.GameOptions.Peacetime := SP_DEFAULT_PEACETIME;
      fSetup.ApplyAgressiveBuilderSetup(True);
    end;
  
    // Find resources around Loc and change building policy
    gAIFields.Eye.ScanLoc();
    fBuilder.AfterMissionInit();
    fPredictor.AfterMissionInit();
  end;
  
  
  