anchor.diff:  
       TKMissionMode = (mm_Normal, mm_Tactic);
   
  -    TAllianceType = (at_Enemy=0, at_Ally=1);
  +    TAllianceType = (at_Enemy, at_Ally);
   
   const
     TKMCursorDirections: array[TKMDirection]of integer = (c_DirN,c_Dir0,c_Dir1,c_Dir2,c_Dir3,c_Dir4,c_Dir5,c_Dir6,c_Dir7);
  
positive.code: 
  
  //Used to separate close-combat units from archers (they use different fighting logic)
  type TFightType = (ft_Melee=0, ft_Ranged);
  
  const WarriorFightType: array[ut_Militia..ut_Barbarian] of TFightType = (
      ft_Melee,ft_Melee,ft_Melee, //ut_Militia, ut_AxeFighter, ut_Swordsman
  
negative.code: 
  type
    TGatheringScript = (
      gs_None,
      gs_WoodCutterCut, gs_WoodCutterPlant,
      gs_FarmerSow, gs_FarmerCorn, gs_FarmerWine,
      gs_FisherCatch,
  