anchor.diff:  
   implementation
   uses
  -  KM_Game, KM_Houses, KM_HouseCollection, KM_HouseSchool, KM_HandsCollection, KM_Hand, KM_Terrain, KM_Resource,
  -  KM_AIFields, KM_Units, KM_UnitTaskDelivery, KM_UnitActionWalkTo, KM_UnitTaskGoEat, KM_UnitsCollection,
  -  KM_NavMesh, KM_HouseMarket, KM_RenderAux, KM_ResMapElements;
  +  KM_Game, KM_HandsCollection, KM_Terrain, KM_Resource,
  +  KM_AIFields, KM_Units, KM_UnitTaskDelivery, KM_UnitActionWalkTo,
  +  KM_NavMesh, KM_RenderAux, KM_ResMapElements;
   
   { TKMCityBuilder }
   constructor TKMCityBuilder.Create(aPlayer: TKMHandIndex; aPredictor: TKMCityPredictor);
  
positive.code:           if not Placed AND (HouseReservation OR RemoveTreeInPlanProcedure)
               AND (cs_HousePlaced = AddToConstruction(HT,False,True)) then
            begin
              RemoveTreeInPlanProcedure := False;
              HouseReservation := False;
              MaxPlans := MaxPlans - 1;
              RequiredHouses[HT] := 0;
            end;
  
negative.code:   begin
      fPlanner.UpdateState(aTick); // Planner must be updated as first to secure that completed houses are actualized
      UpdateBuildNodes(aFreeWorkersCnt);
    end;
  end;
  
  