anchor.diff:      'Axe',     'Sword',   'Pike',        'Hallebard', 'Bow',
       'Arbalet', 'Horse',   'Fish'
     );
  -  HOUSE_TO_STRING: array[HOUSE_MIN..HOUSE_MAX] of UnicodeString = (
  -    'ArmorSmithy',     'ArmorWorkshop',   'Bakery',        'Barracks',      'Butchers',
  -    'CoalMine',        'Farm',            'FisherHut',     'GoldMine',      'Inn',
  -    'IronMine',        'IronSmithy',      'Marketplace',   'Metallurgists', 'Mill',
  -    'Quary',           'Sawmill',         'School',        'SiegeWorkshop', 'Stables',
  -    'Store',           'Swine',           'Tannery',       'TownHall',      'WatchTower',
  -    'WeaponSmithy',    'WeaponWorkshop',  'Wineyard',      'Woodcutters'
  -  );
  +  //HOUSE_TO_STRING: array[HOUSE_MIN..HOUSE_MAX] of UnicodeString = (
  +  //  'ArmorSmithy',     'ArmorWorkshop',   'Bakery',        'Barracks',      'Butchers',
  +  //  'CoalMine',        'Farm',            'FisherHut',     'GoldMine',      'Inn',
  +  //  'IronMine',        'IronSmithy',      'Marketplace',   'Metallurgists', 'Mill',
  +  //  'Quary',           'Sawmill',         'School',        'SiegeWorkshop', 'Stables',
  +  //  'Store',           'Swine',           'Tannery',       'TownHall',      'WatchTower',
  +  //  'WeaponSmithy',    'WeaponWorkshop',  'Wineyard',      'Woodcutters'
  +  //);
   
     procedure AddWare(aWT: TWareType; aSpecificText: UnicodeString);
     var
  -    ProductionColor, ActualConsumptionColor, FinalConsumptionColor, FractionColor, ExhaustionColor: UnicodeString;
  -  begin
  +    HouseCntColor, ProductionColor, ActualConsumptionColor, FinalConsumptionColor, FractionColor, ExhaustionColor: UnicodeString;
  +    Cnt: Integer;
  +  begin
  +    Cnt := RequiredHouses[ PRODUCTION[aWT] ];
  +    HouseCntColor := COLOR_WHITE;
  +    if (Cnt > 0) then
  +      HouseCntColor := COLOR_RED;
       with fWareBalance[aWT] do
       begin
         ProductionColor := COLOR_YELLOW;
  
positive.code:   AddWare(wt_MetalArmor, 'Iron Armors');
    AddWare(wt_Sword, 'Iron Weapons');
    //}
    aBalanceText := aBalanceText + '|Required houses: |';
    I := 0;
    for HT := Low(RequiredHouses) to High(RequiredHouses) do
      if (RequiredHouses[HT] > 0) then
      begin
        I := I + 1;
        if (I = 5) then
        begin
          I := 0;
          aBalanceText := aBalanceText + '|';
        end;
        aBalanceText := aBalanceText + Format('%Dx ', [ RequiredHouses[HT] ]) + HOUSE_TO_STRING[HT] + ';';
      end;
  end;
  
  
  
  
  end.
  
  
negative.code: const
  
    {
    TWareType:
    wt_None,
    wt_Trunk,   wt_Stone,   wt_Wood,        wt_IronOre,   wt_GoldOre,
    wt_Coal,    wt_Steel,   wt_Gold,        wt_Wine,      wt_Corn,
  