anchor.diff:      ht_GoldMine:      Result := NextToOre(aHouse, rt_GoldOre, aLoc);
       ht_IronMine:      Result := NextToOre(aHouse, rt_IronOre, aLoc);
   
  -    ht_Quary:         Result := NextToStone(aHouse, aLoc);
  +    ht_Quary:         Result := FindPlaceForQuary(aLoc);
       ht_Woodcutters:   Result := NextToTrees([ht_Store, ht_Woodcutters], aHouse, aLoc);
       ht_Farm:          Result := NextToGrass(ht_Any, aHouse, aLoc);
       ht_Wineyard:      Result := NextToGrass(ht_Any, aHouse, aLoc);
  
positive.code: var
    I, K: Integer;
    Bid, BestBid: Single;
    TargetLoc: TKMPoint;
    TreeLoc: TKMPoint;
    Mx, My: SmallInt;
  
negative.code: var
    I, K: Integer;
    Bid, BestBid: Single;
    TerOwner: TPlayerIndex;
    TargetLoc: TKMPoint;
    P: TKMPlayer;
  begin
  