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:     UnitReq[ut_Worker] := 0;
      if (Stats.GetWareBalance(wt_Gold) > LACK_OF_GOLD * 2.5) OR (GoldProduced > 0) then // Dont train servs / workers / recruits when we will be out of gold
      begin
        UnitReq[ut_Worker] :=  fPredictor.WorkerCount;// * Byte(not gHands[fOwner].AI.ArmyManagement.Defence.CityUnderAttack);
        UnitReq[ut_Recruit] := RecruitsNeeded(Houses[htWatchTower]);
      end;
      if (Stats.GetWareBalance(wt_Gold) > LACK_OF_GOLD * 1.5) OR (GoldProduced > 0) then // Dont train servs / workers / recruits when we will be out of gold
  