anchor.diff:  // Create protected radius = array with smaller chance to spawn obstacle near aLocs
     if RMGSettings.Locs.Resource.Active then
     begin
  -    ProbabilityReducer := (11 - RMGSettings.Locs.ProtectedRadius) * 0.02;
  +    ProbabilityReducer := sqrt(11 - RMGSettings.Locs.ProtectedRadius) * 0.05;
  +    ProbabilityOffset := RMGSettings.Locs.ProtectedRadius * 1.5;
       MaxCnt := Round(1 / ProbabilityReducer);
       if RMGSettings.Locs.Resource.ConnectLocs then
         ConnectLocs(aLocs);
  
positive.code: 
    var
      X,Y,I, MaxCnt: Integer;
      Factor,Probability, ProbabilityReducer: Single;
      MinP, MaxP: TKMPoint;
      Obstacle: TObstacleType;
      ObstacleSeeds: TKMPointArray;
  
negative.code: procedure TKMRandomMapGenerator.CreateResources(aLocs: TKMPointArray; var A: TKMByte2Array);
  const
    RESOURCES: array[0..4] of TBiomeType = (btIron,btGold,btStone,btCoal,btCoal);
    BASE_RES_RADIUS: array[0..4] of Single = (1.5,1.5,0.5,2,2);
    VORONOI_STEP = 3;
    RES_PROB: array[0..4] of Single = (0.000001,0.000001,0.1,0.08,0.08); // Probability penalization (only afect final shape: 0 = circle, 1 = multiple separated mountains)
    //SPEC_RES_RADIUS: array[0..4] of Byte = (5, 5, 5, 5, 5); // Iron, Gold, Stone, Coal, Coal
  