anchor.diff:  //Should issue a job based on requesters location and job importance
   //Serf may ask for a job from within a house after completing previous delivery
   procedure TKMDeliverQueue.AskForDelivery(KMSerf: TKMUnitSerf; KMHouse: TKMHouse=nil);
  -var iD,iO,FoundD,FoundO:integer; Bid,BestBid:single; BidIsPriority: boolean;
  +var
  +  iD, iO, FoundD, FoundO: Integer;
  +  Bid, BestBid: Single;
  +  BidIsPriority: boolean;
   begin
     //Find Offer matching Demand
     //TravelRoute Asker>Offer>Demand should be shortest
  
positive.code:                         (fDemand[iD].Loc_House.HouseType <> ht_Store) or
                          (not TKMHouseStore(fDemand[iD].Loc_House).NotAcceptFlag[fOffer[iO].Resource]));
  
    //If Demand is a Barracks and it has WareDelivery toggled ON
    Result := Result and ((fDemand[iD].Loc_House = nil) or
                          (fDemand[iD].Loc_House.HouseType <> ht_Barracks) or
                          (not TKMHouseBarracks(fDemand[iD].Loc_House).NotAcceptFlag[fOffer[iO].Resource]));
  
    //Do not deliver weapons to the storehouse if player has a barracks
    Result := Result and ((fDemand[iD].Loc_House = nil) or
                          (fDemand[iD].Loc_House.HouseType <> ht_Store) or
                          (not (fOffer[iO].Resource in [WARFARE_MIN..WARFARE_MAX])) or
                          (fPlayers[fDemand[iD].Loc_House.Owner].Stats.GetHouseQty(ht_Barracks) = 0));
  
  //todo: Scan through players Barracks, if none accepts - allow deliver to Store
  
    //If Demand and Offer are different HouseTypes, means forbid Store<->Store deliveries except the case where 2nd store is being built and requires building materials
    Result := Result and ((fDemand[iD].Loc_House = nil) or
  
negative.code: 
  
  function TKMDeliverQueue.ValidDelivery(iO,iD: Integer): Boolean;
  var
    I: Integer;
    B: TKMHouseBarracks;
  begin
    //If Offer Resource matches Demand
    Result := (fDemand[iD].Resource = fOffer[iO].Resource) or
  