anchor.diff:        if fow = 0 then
           fBase[I*fMapX + K] := $FF000000
         else begin
  -        landPtr := @fMyTerrain.Land^[MY,MX];
  +        landPtr := @gTerrain.Land^[MY,MX];
           tileOwner := -1;
           if landPtr.TileOwner <> -1 then
           begin
  -          if fMyTerrain.TileHasRoad(MX, MY)
  +          if gTerrain.TileHasRoad(MX, MY)
               and (landPtr.IsUnit <> nil)
               and InRange(TKMUnit(landPtr.IsUnit).Owner, 0, MAX_HANDS) then
               tileOwner := TKMUnit(landPtr.IsUnit).Owner
  
positive.code:         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
            fBase[I*fMapX + K] := gHands[tileOwner].GameFlagColor
          else
          begin
  
negative.code:     fPaintVirtualGroups: Boolean; //Paint missing army memmbers
      fSepia: Boolean; //Less saturated display for menu
      fParser: TKMMissionParserPreview;
      fAlerts: TKMAlerts;
  
      //We need to store map properties locally since Minimaps come from various
  