anchor.diff:  procedure TKMCityBuilder.CreateShortcuts();
   const
     MAX_SHORTCUTS_PER_HOUSE_TYPE = 2;
  -  MAX_DISTANCE_TO_ALL_HOUSES = 8;
  +  MAX_DISTANCE_TO_ALL_HOUSES = 10;
     MAX_WORKERS_FOR_NODE = 4;
     HOUSE_CONNECTION: array[HOUSE_MIN..HOUSE_MAX] of set of TKMHouseType = (
       {ht_ArmorSmithy}    [ htIronSmithy,    htCoalMine,     htBarracks     ],
  
positive.code:     );
      STONE_SHORTAGE_IDX = 2;
      TRUNK_SHORTAGE_IDX = 3;
      WOOD_SHORTAGE_IDX = 4;
      GOLD_SHORTAGE_IDX = 7;
      FULL_SET = 28;
    var
  
negative.code: 
      property Planner: TKMCityPlanner read fPlanner;
      property WorkersPos: TKMPointArray read fWorkersPos;
      property StoneShortage: Boolean read fStoneShortage;
      property WoodShortage: Boolean read fWoodShortage;
      property TrunkShortage: Boolean read fTrunkShortage;
      property GoldShortage: Boolean read fGoldShortage;
  
      procedure AfterMissionInit(out aGoldMineCnt, aIronMineCnt, aFieldCnt, aBuildCnt: Integer);
      procedure OwnerUpdate(aPlayer: TKMHandIndex);
  