anchor.diff:  procedure TTerrain.MakeNewMap(Width,Height:integer);
   var i,k,h:integer;
   begin
  -  MapX:=min(Width,MaxMapSize);
  -  MapY:=min(Height,MaxMapSize);
  +  MapX := min(Width, MaxMapSize);
  +  MapY := min(Height,MaxMapSize);
   
     for i:=1 to MapY do for k:=1 to MapX do with Land[i,k] do begin
  -    Terrain:=0;
  -    BeforeFieldTerrain:=0; 
  -    BeforeFieldRotation:=0;
  -    Height:=random(7);    //variation in height
  -    Rotation:=random(4);  //Make it random
  -    Obj:=255;             //none
  -    if Random(16)=0 then Obj:=ChopableTrees[Random(13)+1,4];
  -    TileOverlay:=to_None;
  -    Markup:=mu_None;
  -    Passability:=[]; //Gets recalculated later
  -    TileOwner:=play_none;
  -    FieldAge:=0;
  -    TreeAge:=0;
  +    Terrain      := 0;
  +    Height       := random(7);    //variation in height
  +    Rotation     := random(4);  //Make it random
  +    OldTerrain   := 0;
  +    OldRotation  := 0;
  +    Obj          := 255;             //none
  +    if Random(16)=0 then Obj := ChopableTrees[Random(13)+1,4];
  +    TileOverlay  := to_None;
  +    Markup       := mu_None;
  +    Passability  := []; //Gets recalculated later
  +    TileOwner    := play_none;
  +    IsUnit       := 0;
  +    FieldAge     := 0;
  +    TreeAge      := 0;
       if ObjectIsChopableTree(KMPoint(k,i),4) then TreeAge:=TreeAgeFull;
  -    Border:=bt_None;
  -    BorderTop:=false;
  -    BorderLeft:=false;
  -    BorderBottom:=false;
  -    BorderRight:=false;
  +    Border       := bt_None;
  +    BorderTop    := false;
  +    BorderLeft   := false;
  +    BorderBottom := false;
  +    BorderRight  := false;
       for h:=1 to 8 do FogOfWar[h]:=0;
  -    IsUnit:=0;
     end;
   
     //i:=SizeOf(Land[1,1]); //Shall align it manually later on for better performance and less size
  
positive.code: begin
    Land[Loc.Y,Loc.X].TileOwner:=play_none;
    Land[Loc.Y,Loc.X].TileOverlay:=to_None;
    Land[Loc.Y,Loc.X].Terrain := Land[Loc.Y,Loc.X].BeforeFieldTerrain; //Reset terrain
    Land[Loc.Y,Loc.X].Rotation := Land[Loc.Y,Loc.X].BeforeFieldRotation; //Reset terrain
    if Land[Loc.Y,Loc.X].Obj in [54..59] then Land[Loc.Y,Loc.X].Obj := 255; //Remove corn/wine
    Land[Loc.Y,Loc.X].FieldAge:=0;
    UpdateBorders(Loc);
  
negative.code:   Land[Loc.Y,Loc.X].TileOwner:=aOwner;
    Land[Loc.Y,Loc.X].TileOverlay:=to_None;
    Land[Loc.Y,Loc.X].FieldAge:=0;
    Land[Loc.Y,Loc.X].OldTerrain:=Land[Loc.Y,Loc.X].Terrain;
    Land[Loc.Y,Loc.X].OldRotation:=Land[Loc.Y,Loc.X].Rotation;
  
    if aFieldType=ft_Corn then begin
      Land[Loc.Y,Loc.X].Terrain:=62;
  