anchor.diff:          end;
   
           if (tileOwner <> -1)
  -          and not fMyTerrain.TileIsCornField(KMPoint(MX, MY)) //Do not show corn and wine on minimap
  -          and not fMyTerrain.TileIsWineField(KMPoint(MX, MY)) then
  +          and not gTerrain.TileIsCornField(KMPoint(MX, MY)) //Do not show corn and wine on minimap
  +          and not gTerrain.TileIsWineField(KMPoint(MX, MY)) then
             fBase[I*fMapX + K] := gHands[tileOwner].GameFlagColor
           else
           begin
  
positive.code:           else
            begin
              ID := landPtr.BaseLayer.Terrain;
              // Do not use fMyTerrain.Land^[].Light for borders of the map, because it is set to -1 for fading effect
              // So assume fMyTerrain.Land^[].Light as medium value in this case
              if (I = 0) or (I = fMapY - 1) or (K = 0) or (K = fMapX - 1) then
                light := 255-fow
              else
  
negative.code:       if fow = 0 then
          fBase[I*fMapX + K] := $FF000000
        else begin
          landPtr := @gTerrain.Land^[MY,MX];
          tileOwner := -1;
          if landPtr.TileOwner <> -1 then
          begin
            if gTerrain.TileHasRoad(MX, MY)
              and (landPtr.IsUnit <> nil)
              and InRange(TKMUnit(landPtr.IsUnit).Owner, 0, MAX_HANDS) then
              tileOwner := TKMUnit(landPtr.IsUnit).Owner
  