anchor.diff:    for HT := Low(fPlanner.PlannedHouses) to High(fPlanner.PlannedHouses) do
       for I := 0 to fPlanner.PlannedHouses[HT].Count - 1 do
         with fPlanner.PlannedHouses[HT].Plans[I] do
  +      begin
           if not Placed then
           begin
             if HouseReservation then
  -          begin
  -            aBalanceText := aBalanceText + gRes.Houses[HT].HouseName + ' (Reservation), ';
  -            cnt := cnt + 1;
  -          end
  +            aBalanceText := aBalanceText + gRes.Houses[HT].HouseName + ' (Reservation), '
             else if RemoveTreeInPlanProcedure then
  -          begin
  -            aBalanceText := aBalanceText + gRes.Houses[HT].HouseName + ' (Remove trees), ';
  -            cnt := cnt + 1;
  -          end
  +            aBalanceText := aBalanceText + gRes.Houses[HT].HouseName + ' (Remove trees), '
             else
  -          begin
               aBalanceText := aBalanceText + gRes.Houses[HT].HouseName + ' (Plan placed), ';
  -            cnt := cnt + 1;
  -          end;
  -
  -          if (cnt > 5) then
  -          begin
  -            cnt := 0;
  -            aBalanceText := aBalanceText + '|';
  -          end;
  -        end;
  +          cnt := cnt + 1;
  +        end
  +        else if (House <> nil) AND not (House.IsComplete) then
  +        begin
  +          aBalanceText := aBalanceText + gRes.Houses[HT].HouseName + ' (Construction), ';
  +          cnt := cnt + 1;
  +        end;
  +        if (cnt > 5) then
  +        begin
  +          cnt := 0;
  +          aBalanceText := aBalanceText + '|';
  +        end;
  +      end;
  +
   
     cnt := 0;
     for I := Low(fBuildNodes) to High(fBuildNodes) do
  
positive.code:   begin
      fPlanner.UpdateState(aTick); // Planner must be updated as first to secure that completed houses are actualized
      UpdateBuildNodes(aFreeWorkersCnt);
      if (aTick mod CHECK_STONE_RESERVES = fOwner) then // First update stone reserves
        Planner.CheckStoneReserves();
    end;
  end;
  
negative.code:           gRenderAux.Quad(Point.X, Point.Y, Color);
          end;
        end;
  }
  end;
  
  
  