anchor.diff:  var
     GA_PREDICTOR_CityInitialization_Space         : Single = 0.001962816; // factor for iron weapons
     GA_PREDICTOR_CityInitialization_Fertility     : Single = 0.001023545; // factor for wood weapons
  -  GA_PREDICTOR_CityInitialization_Worker        : Single = 0.046542886;
  +  GA_PREDICTOR_CityInitialization_Worker        : Single = 0.0085;
     GA_PREDICTOR_STONE_NEED_PER_A_WORKER          : Single = 0.648239613;
     GA_PREDICTOR_WOOD_NEED_PER_A_WORKER           : Single = 0.280672461;
   
  
positive.code: // Update ware production
  procedure TKMCityPredictor.UpdateWareProduction(aWT: TKMWareType);
  begin
    fWareBalance[aWT].Production := fCityStats.Houses[ PRODUCTION[aWT] ] * (ProductionRate[aWT] - Byte(aWT = wt_Coal) * 0.2);
  end;
  
  
  
negative.code:       Citizens[UT] := gHands[fOwner].Stats.GetUnitQty(UT);
        CitizensCnt := CitizensCnt + Citizens[UT];
      end;
      CitizensCnt := CitizensCnt - Citizens[ut_Recruit]; // Count recruits as soldiers
      WarriorsCnt := Citizens[ut_Recruit];
      for UT := Low(Warriors) to High(Warriors) do
      begin
        Warriors[UT] := gHands[fOwner].Stats.GetUnitQty(UT);
  