anchor.diff:    HT := htWatchTower;
     if (not Planner.DefenceTowersPlanned OR (gHands[fOwner].Stats.GetHouseTotal(HT) < Planner.PlannedHouses[HT].Count))
       AND (aTick + BUILD_TOWER_DELAY > gGame.GameOptions.Peacetime * 600)
  +    AND (aTick > MINIMAL_TOWER_DELAY)
       AND (AddToConstruction(HT, True, True) = cs_HousePlaced) then
       begin
         MaxPlans := MaxPlans - 1;
  
positive.code: 
  const
    BUILD_TOWER_DELAY = 17 * 60 * 10; // 17 minutes before end of peace
  var
    I, RequiredStones, RequiredWood: Integer;
    TrunkBalance: Single;
  
negative.code:   TSetOfHouseType = set of TKMHouseType;
  const
  
    //htWoodcutters,    htQuary,         htSawmill,        htIronMine,      htGoldMine,
    //htCoalMine,       htIronSmithy,    htMetallurgists,  htWineyard,      htFarm,
    //htBakery,         htMill,          htTannery,        htButchers,      htSwine,
    //htSwine,          htArmorWorkshop, htArmorSmithy,    htArmorWorkshop, htArmorSmithy,
    //htWeaponWorkshop, htWeaponSmithy,  htWeaponWorkshop, htWeaponSmithy,  htWeaponWorkshop,
    //htWeaponSmithy,   htStables,       htFisherHut
  
  
    BASIC_HOUSES: TSetOfHouseType = [htSchool, htBarracks, htInn, htMarketplace, htStore];
  