anchor.diff:  // 2. Fraction = fraction of required and available houses
   procedure TKMCityPredictor.UpdateWareDerivation(aWT: TKMWareType; aInitialization: Boolean = False);
   var
  -  HouseReqCnt: Integer;
  +  houseReqCnt: Integer;
     HT: TKMHouseType;
   begin
     HT := PRODUCTION_WARE2HOUSE[aWT];
  
positive.code:                              '%s%5.2f%s'#9#9 +
                               '%s%5.2f%s|',
                         [                        aBalanceText,
                          HouseCntColor,          Cnt,               COLOR_WHITE,
                                                  aSpecificText,
                          ProductionColor,        Production,        COLOR_WHITE,
                          ActualConsumptionColor, ActualConsumption, COLOR_WHITE,
                          FinalConsumptionColor,  FinalConsumption,  COLOR_WHITE,
                          FractionColor,          Fraction,          COLOR_WHITE,
                          ExhaustionColor,        Exhaustion,        COLOR_WHITE
                         ]
                        );
      end;
  
negative.code:     //CheckPeaceFactor();
  
    // Remove unused houses (iron production)
    if (RequiredHouses[htIronSmithy] < 0) AND (stats.GetWareBalance(wtIronOre) < 20) then // Dont destroy iron production when there is still iron ore
      planner.RemoveHouseType(htIronSmithy);
    if (RequiredHouses[htArmorSmithy] < 0) AND (RequiredHouses[htIronSmithy] = 0) then // And dont destroy following production if you dont want to destroy IronSmithy
      planner.RemoveHouseType(htArmorSmithy);
    if (RequiredHouses[htWeaponSmithy] < 0) AND (RequiredHouses[htIronSmithy] = 0) then
      planner.RemoveHouseType(htWeaponSmithy);
  
  
    // Change house requirements due to nonlinear delay, toons of exceptions and unlock order
  