anchor.diff:  
         // Materials
         S.NotAcceptFlag[wt_Trunk] := (aTick > TRUNK_STORE_DELAY); // Trunk should not be blocked because of forest cleaning
  -      S.NotAcceptFlag[wt_Wood] := (aTick > WOOD_STORE_DELAY);// AND (Predictor.WareBalance[wt_Wood].Exhaustion > 40);
  +      S.NotAcceptFlag[wt_Wood] := (S.CheckResIn(wt_Wood) > 20) OR (aTick > WOOD_STORE_DELAY);// AND (Predictor.WareBalance[wt_Wood].Exhaustion > 40);
         S.NotAcceptFlag[wt_Stone] := (aTick > STONE_STORE_DELAY) OR (S.CheckResIn(wt_Stone)*2 > gHands[fOwner].Stats.GetUnitQty(ut_Worker));
         S.NotAcceptFlag[wt_Gold] := S.CheckResIn(wt_Gold) > 400; // Everyone needs as much gold as possible
   
  
positive.code:        AND (P.Houses[I].HouseType = htSchool) then
      begin
        Schools[cnt] := TKMHouseSchool(P.Houses[I]);
        for K := Schools[cnt].QueueLength - 1 downto 0 do
          if (Schools[cnt].Queue[K] <> ut_None) then
          begin
  
negative.code: begin
    // DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG
    //SetKaMSeed(666);
    gGame.GameOptions.Peacetime := 70;
    fSetup.ApplyAgressiveBuilderSetup(True);
    // DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG
  
    // Change distribution
  