anchor.diff:    (5,3,0,0),
     (5,3,2,0)
     );
  +
   const
   //1-building area //2-entrance
   HousePlanYX:array[1..HOUSE_COUNT,1..4,1..4]of byte = (
  
positive.code: {DeliverList}
  type
    TDemandType = (dt_Once, dt_Always); //Is this one-time demand like usual, or constant (storehouse, barracks)
  
  {Utility}
  const //Render scale
  ZoomLevels:array[1..7]of single = (0.25,0.5,0.75,1,1.5,2,4);
  
  //The frame shown when a unit is standing still in ua_walk. Same for all units!
  const UnitStillFrames: array[TKMDirection] of byte = (0,3,2,2,1,6,7,6,6);
  
negative.code:                      sp_Formation, sp_Death, sp_BattleCry, sp_StormAttack);
  
  
  type
    TAIAttackType = (                  //0 is an old repeating TSK attack that does not support new TPR features, so we always replace it with 1
                     aat_Once=1,       //Attack will occur once (after the set time has passed and if they have enough troops
                     aat_Repeating=2); //Attack will happen multiple times, (after delay time) whenever the AI has enough troops
  
    TAIAttackTarget = (att_ClosestUnit=0, //Closest enemy unit (untested as to whether this is relative to army or start position)
                       att_ClosestBuildingFromArmy=1, //Closest building from the group(s) lauching the attack
                       att_ClosestBuildingFromStartPos=2, //Closest building from the AI's start position
                       att_CustomPosition=3); //Custom point defined with CustomPosition
  
    TAIAttack = record
  