anchor.diff:    if SP_DEFAULT_ADVANCED_AI then
     begin
       //SetKaMSeed(666);
  -    gGame.GameOptions.Peacetime := SP_DEFAULT_PEACETIME;
  +    gGame.GameOptions.Peacetime := 60;//SP_DEFAULT_PEACETIME;
       fSetup.ApplyAgressiveBuilderSetup(True);
     end;
     fPredictor.AfterMissionInit();
  
positive.code:       WoodReq := Round((DEFAULT_COEFICIENT - WoodReq) / 5.0); // 5 is equal to sum of all requirements in leather category
        for UT in WOOD_ARMY do
          if not gHands[fOwner].Locks.GetUnitBlocked(UT) then
            for I := Low(TroopCost[UT]) to High(TroopCost[UT]) do
              if (TroopCost[UT,I] <> wt_None) then
                with fRequiredWeapons[ TroopCost[UT,I] ] do
                  Required := Required + Round(DEFAULT_ARMY_REQUIREMENTS[UT] * WoodReq);
      end;
  
  
negative.code: //  gt_Melee,            //ut_MetalBarbarian
  //  gt_Mounted           //ut_Horseman
  //);
  //TROOP_COST: array [ut_Militia..ut_Cavalry, 1..4] of TKMWareType = (
  //  (wt_Axe,          wt_None,        wt_None,  wt_None ), //Militia
  //  (wt_Shield,       wt_Armor,       wt_Axe,   wt_None ), //Axefighter
  //  (wt_MetalShield,  wt_MetalArmor,  wt_Sword, wt_None ), //Swordfighter
  