anchor.diff:      gHands[fOwner].Houses.UpdateResRequest;
     end;
   const
  -  WORKER_COEF = 125.0; // Max build cnt ~ 5400
  +  WORKER_COEF = 135.0; // Max build cnt ~ 5400
   var
     GoldCnt, IronCnt, FieldCnt, BuildCnt: Integer;
   begin
  -
  -  //gGame.GameOptions.Peacetime := 100; // DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG
  -
  +  // 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(4);
  +  //gGame.GameOptions.Peacetime := 90;
  +  fSetup.ApplyAgressiveBuilderSetup;
  +  // 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
     SetWareDistribution();
  -
  -  fSetup.ApplyAgressiveBuilderSetup; // DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG DELETE DEBUG
  -
     fPredictor.AfterMissionInit();
   
     // Find resources around Loc and change building policy
  
positive.code:   end;
  
  const
    PRIORITY_TRAINING: array[0..13] of TUnitType = (
      ut_Miner, ut_Metallurgist, ut_StoneCutter, ut_Woodcutter, ut_Lamberjack,
      ut_Farmer, ut_AnimalBreeder, ut_Baker, ut_Butcher, ut_Fisher, ut_Smith, ut_Serf, ut_Worker, ut_Recruit
    );
  
negative.code:        AND (P.Houses[I].HouseType = ht_School) 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
            if K = 0 then // Queue is already active
  