anchor.diff:    begin
       Output := Stats.GetHouseQty(ht_WatchTower);
   
  -    if aTick > gGame.GameOptions.Peacetime * 600 + RECRUIT_PEACE_DELAY then
  +    if (aTick - gGame.GameOptions.Peacetime * 600 + RECRUIT_PEACE_DELAY > 0) then
       begin
         if fSetup.UnlimitedEquip then
         begin
  
positive.code:     end;
  
    //Order citizen training
    for K := Low(PRIORITY_TRAINING) to High(PRIORITY_TRAINING) do
    begin
      UT := PRIORITY_TRAINING[K];
      for I := 0 to cnt - 1 do
        if (UnitReq[UT] > 0) then // Check unit requirements
        begin
          if (Schools[I].QueueCount <= 1) then
            Dec(  UnitReq[UT], Schools[I].AddUnitToQueue( UT, Min(UnitReq[UT], 2) )  ) // Order citizen, decrease unit requirement
        end
        else
          break;
    end;
  end;
  
  
negative.code: 
  implementation
  uses
    KM_Game, KM_Houses, KM_HouseCollection, KM_HouseSchool, KM_HandsCollection, KM_Hand, KM_Resource,
    KM_AIFields, KM_Units, KM_UnitsCollection, KM_NavMesh, KM_HouseMarket;
  
  
  const
  