anchor.diff:  
   
   
  +// Remove units when is game in GA mode (avoid to place houses at unit)
  +if GA_PLANNER then
  +  for I := 0 to gHands[fOwner].Units.Count - 1 do
  +  begin
  +    U := gHands[fOwner].Units[I];
  +    if (U <> nil) then
  +      U.KillUnit(fOwner, False, False);
  +  end;
   
   function BuildHouse_GA_MODE(aHT: TKMHouseType): TConstructionState;
   
  
positive.code:   Classes, KM_Game, KM_Hand, KM_HandsCollection, KM_Terrain, KM_Resource,
    KM_AIFields, KM_Units, KM_UnitsCollection, KM_UnitTaskDelivery, KM_UnitActionWalkTo,
    KM_NavMesh, KM_RenderAux, KM_ResMapElements;
  
  { TKMCityBuilder }
  constructor TKMCityBuilder.Create(aPlayer: TKMHandIndex; aPredictor: TKMCityPredictor);
  
negative.code:     for HT in ActualHouseSet do
        for I := 0 to fPlanner.PlannedHouses[HT].Count - 1 do
          with fPlanner.PlannedHouses[HT].Plans[I] do
            if not Placed
               AND (HouseReservation OR RemoveTreeInPlanProcedure)
               AND (cs_HousePlaced = AddToConstruction(HT,False,True)) then
            begin
              MaxPlans := MaxPlans - 1;
  