anchor.diff:        TanneryTheory := HouseCount(ht_Tannery) * ProductionRate[wt_Leather];
         WorkshopTheory := HouseCount(ht_ArmorWorkshop) * ProductionRate[wt_Armor];
   
  -      Weaponry[wt_Shield].Production := Min(TrunkTheory, WoodTheory, WorkshopTheory) / 2;
  -      Weaponry[wt_Armor].Production := Min(Min(FarmTheory, SwineTheory), Min(TanneryTheory, WorkshopTheory)) / 2;
  +      Warfare[wt_Shield].Production := Min(TrunkTheory, WoodTheory, WorkshopTheory) / 2;
  +      Warfare[wt_Armor].Production := Min(Min(FarmTheory, SwineTheory), Min(TanneryTheory, WorkshopTheory)) / 2;
       end;
     end;
   end;
  
positive.code: 
  procedure TKMayorBalance.UpdateBalanceGold;
  begin
    with fDemandGold do
    begin
      //How much gol in theory we could get
      //CoalTheory - coal calculated above
  
negative.code:     BarracksBalance := HouseCount(ht_Barracks)    - Byte(P.Stats.GetWeaponsProduced > 0);
  
      Balance := Min([StoreBalance, SchoolBalance, InnBalance, BarracksBalance]);
      fCoreText := Format
        ('%.2f Core: (Store %.2f, School %.2f, Inn %.2f, Barracks %.2f)',
        [Balance, StoreBalance, SchoolBalance, InnBalance, BarracksBalance]);
    end;
  