anchor.diff:  end;
   
   
  -destructor TKMayorBalance.Destroy;
  -begin
  -
  -  inherited;
  -end;
  -
  -
   //How many houses of certain type we have (assume all wip houses will be finished)
   function TKMayorBalance.HouseCount(aHouse: THouseType): Integer;
   begin
  -  Result := fPlayers[fOwner].Stats.GetHouseQty(aHouse) + fPlayers[fOwner].Stats.GetHouseWip(aHouse);
  +  Result := fPlayers[fOwner].Stats.GetHouseTotal(aHouse);
   end;
   
   
  
positive.code:     StoneNeed: Single; //How much building materials do we need for city development
      WoodNeed: Single; //How much building materials do we need for city development
      constructor Create(aPlayer: TPlayerIndex);
      destructor Destroy; override;
  
      procedure OwnerUpdate(aPlayer: TPlayerIndex);
      procedure Refresh;
  
negative.code:     procedure AppendWeaponry;
  
      procedure Append(aHouse: THouseType);
      function HouseCount(aHouse: THouseType): Integer;
  
      procedure DistributeCorn;
      procedure DistributeCoal;
  