anchor.diff:      tileOwner: TKMHandID;
     begin
       tileOwner := PLAYER_NONE;
  -    // new appended terrain
  +    // new appended terrain, generate tile then
       if aNewGenTile then
       begin
         //Check if terrainKind is same for all 4 corners
  
positive.code:     //                       EnsureRange(fMapX + aInsetRect.Left, fMapX + aInsetRect.Left, fMapX + aInsetRect.Left + aInsetRect.Right),
      //                       EnsureRange(fMapY + aInsetRect.Top, fMapY + aInsetRect.Top, fMapY + aInsetRect.Top + aInsetRect.Bottom));
  
      for I := 1 to SizeY do
      begin
        IFrom := EnsureRange(I - aInsetRect.Top, 1, fMapY - 1); //-1 because last row is not part of the map
  
negative.code:       TileBasic.BaseLayer.Rotation := Random(4);
        TileBasic.BaseLayer.SetAllCorners;
        //find height mid point to make random elevation even for close to 0 or 100 height
        hMid := Max(0, fLand[aFromY,aFromX].Height - H_RND_HALF) + H_RND_HALF;
        hMid := Min(100, hMid + H_RND_HALF) - H_RND_HALF;
        TileBasic.Height    := EnsureRange(hMid - H_RND_HALF + Random(HEIGHT_RAND_VALUE), 0, 100);
        TileBasic.Obj       := OBJ_NONE; // No object
  