anchor.diff:    GA_PREDICTOR_CityInitialization_Space         : Single = 0.001866;//0.005257239;
     GA_PREDICTOR_CityInitialization_Fertility     : Single = 0.00125; // factor for wood weapons
     GA_PREDICTOR_CityInitialization_Worker        : Single = 0.009;
  -  GA_PREDICTOR_STONE_NEED_PER_A_WORKER          : Single = 0.578927;
  -  GA_PREDICTOR_WOOD_NEED_PER_A_WORKER           : Single = 0.226166;
  +  GA_PREDICTOR_STONE_NEED_PER_A_WORKER          : Single = 0.678927;
  +  GA_PREDICTOR_WOOD_NEED_PER_A_WORKER           : Single = 0.326166;
   
   type
     TWareBalance = record
  
positive.code:   if (RequiredHouses[htWeaponSmithy] < 0) AND (RequiredHouses[htIronSmithy] = 0) then
      Planner.RemoveHouseType(htWeaponSmithy);
  
    // Consideration of corn delay - only remove all required houses, builder will find the right one if they are not removed
    if UpdateFarmHistory() AND not gHands[fOwner].Locks.HouseBlocked[htFarm] then
    begin
  
negative.code:   end;
    // Information about city (it can be replaced by player's stats but it doesnt allow prediction with different values)
    TCityStats = record
      CitizensCnt, WarriorsCnt, HousesCnt: Integer;
      Citizens: array[CITIZEN_MIN..CITIZEN_MAX] of Integer; // Stats sometimes throw negative number in case of Recruit so keep integer
      Warriors: array[WARRIOR_MIN..WARRIOR_MAX] of Integer;
      Houses: array[HOUSE_MIN..HOUSE_MAX] of Integer;
    end;
    THouseBuildHistory = record
      Count: Word;
  