anchor.diff:    Result := 0;
     if InRange(aPlayer, 0, gHands.Count - 1)
     and (gHands[aPlayer].Enabled) then
  -    for B in [Low(WareIndexToType)..High(WareIndexToType)] do
  +    for B := Low(WareIndexToType) to High(WareIndexToType) do
         if B in aTypes then
           inc(Result, gHands[aPlayer].Stats.GetWaresProduced(WareIndexToType[B]))
     else
  
positive.code:   Result := 0;
    if InRange(aPlayer, 0, gHands.Count - 1)
    and (gHands[aPlayer].Enabled) then
      for B in [Low(UnitIndexToType)..High(UnitIndexToType)] do
        if B in aTypes then
          inc(Result, gHands[aPlayer].Stats.GetUnitKilledQty(UnitIndexToType[B]))
    else
  
negative.code:   Result := 0;
    if InRange(aPlayer, 0, gHands.Count - 1)
    and (gHands[aPlayer].Enabled) then
      for B := Low(HouseIndexToType) to High(HouseIndexToType) do
        if B in aTypes then
          inc(Result, gHands[aPlayer].Stats.GetHouseQty(HouseIndexToType[B]))
    else
  