anchor.diff:                                              aOwner: TKMHandID; var aBidBasicCost: TKMDeliveryBid; aSerf: TKMUnitSerf = nil;
                                               aAllowOffroad: Boolean = False): Boolean;
   var
  -  iD: Integer;
  +  iD, distr: Integer;
     dWT: TKMWareType;
     secondPass: TKMTerrainPassability;
   begin
  
positive.code:   //This means weapon and armour smiths should get same amount of iron, even if one is closer to the smelter.
    if (fDemand[dWT,iD].Loc_House <> nil) and fDemand[dWT,iD].Loc_House.IsComplete
      and gResHouses[fDemand[dWT,iD].Loc_House.HouseType].DoesOrders
      and (aOfferCnt <= 3) //Little resources to share around
      and (fDemand[dWT,iD].Loc_House.CheckResIn(dWT) <= 2) then //Few resources already delivered
    begin
      if aCalcKind = dckAccurate then
        Exit;
  
negative.code:     // Just set it to non-tpNone value, which will mark this calculation as a valid
      aBidBasicCost.OfferToDemand.Pass := tpWalkRoad;
  
      distr := gHands[aOwner].Stats.WareDistribution[dWT, fDemand[dWT,iD].Loc_House.HouseType];
  
      //Resource ratios are also considered
      aBidBasicCost.OfferToDemand.Value := 5 + (5 - distr)*4 + KaMRandom(16 - 3*distr, 'TKMDeliveries.TryCalculateBidBasic');
    end
    else
    begin
  