anchor.diff:    AddWare(wt_MetalArmor, 'Iron Armors');
     AddWare(wt_Sword, 'Iron Weapons');
     //}
  -  aBalanceText := aBalanceText + '|Required houses: |';
  -  I := 0;
  -  for HT := Low(RequiredHouses) to High(RequiredHouses) do
  -    if (RequiredHouses[HT] > 0) then
  -    begin
  -      I := I + 1;
  -      if (I = 5) then
  -      begin
  -        I := 0;
  -        aBalanceText := aBalanceText + '|';
  -      end;
  -      aBalanceText := aBalanceText + Format('%Dx ', [ RequiredHouses[HT] ]) + HOUSE_TO_STRING[HT] + ';';
  -    end;
  +  //aBalanceText := aBalanceText + '|Required houses: |';
  +  //I := 0;
  +  //for HT := Low(RequiredHouses) to High(RequiredHouses) do
  +  //  if (RequiredHouses[HT] > 0) then
  +  //  begin
  +  //    I := I + 1;
  +  //    if (I = 5) then
  +  //    begin
  +  //      I := 0;
  +  //      aBalanceText := aBalanceText + '|';
  +  //    end;
  +  //    aBalanceText := aBalanceText + Format('%Dx ', [ RequiredHouses[HT] ]) + HOUSE_TO_STRING[HT] + ';';
  +  //  end;
   end;
   
   
   
   
   end.
  -
  
positive.code: const
  
    {
    THouseType:
    wt_None,
    wt_Trunk,   wt_Stone,   wt_Wood,        wt_IronOre,   wt_GoldOre,
    wt_Coal,    wt_Steel,   wt_Gold,        wt_Wine,      wt_Corn,
  
negative.code:     //  RequiredHouses[ht_ArmorWorkshop] := 0;
      //end;
  
      if (gGame.GameTickCount < 22000) then
        RequiredHouses[ht_Wineyard] := 0;
  
      //if (gHands[fOwner].Stats.GetWareBalance(wt_Corn) = 0) then
  