anchor.diff:        if (WoodConsumption > 0) and (WoodProduction > WoodNeed) then
         begin
           DeficitWood := WoodConsumption - WoodProduction;
  -        WoodWeapon.WoodTheory := Max(0, WeaponsPerMin - DeficitWood / WEAP_COST);
  +        WoodWeapon.WoodTheory := Max(0, WeaponsPerMin - DeficitWood / Max(1,WEAP_COST));
           LeatherArmor.WoodTheory := Max(0, ShieldsPerMin - DeficitWood);
         end
         else
  
positive.code:   else
    begin
      //Share proportionaly
      RateIron := IronProduction / IronConsumption;
      fWarfare.SteelWeapon.IronTheory := RateIron * IronPerMin;
      fWarfare.SteelArmor.IronTheory := RateIron * IronPerMin;
    end;
  
negative.code:   PigPerMin   := HouseCount(htSwine) * ProductionRate[wt_Pig] * BEAST_COST;
    HorsePerMin := HouseCount(htStables) * ProductionRate[wt_Horse] * BEAST_COST;
    CornConsumption := FlourPerMin + PigPerMin + HorsePerMin;
    CornReserve := gHands[fOwner].Stats.GetWareBalance(wt_Corn) / Max(CornConsumption,0.001);
    CornProduction := HouseCount(htFarm) * ProductionRate[wt_Corn] + Max(CornReserve - 30, 0);
  
    if CornProduction >= CornConsumption then
  