anchor.diff:  
   
   const
  -  LENGTH_INC = 32; //Increment array lengths by this value
  -  BID_MODIF = 5; //Modificator for every next assigned worker
  +  LENGTH_INC = 32; // Increment array lengths by this value
  +  BID_MODIF = 5; // Modificator for every next assigned worker
   
     //Limit number of workers building each house, so they all fit in around
  -  MAX_WORKERS: array[THouseType] of Byte = (
  +  MAX_WORKERS: array [THouseType] of Byte = (
       0,0, //ht_None, ht_Any
       8, {ht_ArmorSmithy}  8,{ht_ArmorWorkshop}  8, {ht_Bakery}      12,{ht_Barracks}      8, {ht_Butchers}
       6, {ht_CoalMine}     8,{ht_Farm}           7, {ht_FisherHut}   3, {ht_GoldMine}      10,{ht_Inn}
  
positive.code: 
  type
    TJobStatus = (
          js_Empty,   //Empty - empty spot for a new job
          js_Open,    //Open - job is free to take by anyone
          js_Taken);  //Taken - job is taken by some worker
  
    //List of houses ready to build
    TKMHouseList = class
    private
  
negative.code:   end;
  
  
    // Use simple approach since repairs are quite rare events
    // Houses are only added to the list. List checks itself when House should be removed from it
    TKMRepairList = class
    private
      fHousesCount: Integer;
  