anchor.diff:      fMapX: Word;
       fMapY: Word;
       fUpdatePlayerId: TPlayerIndex; //Player we will be updating next
  +    //This is cache for CanOwn in fTerrain.Land
  +    Ownable: array of array of Boolean;
  +    //Each players area of influence
       Influence: array of array of array of Byte;
       procedure InitInfluenceAvoid;
       procedure InitInfluenceForest;
  
positive.code:     AvoidBuilding: array of array of Byte;
      //Areas of forests, needed only for initial Woodcutters placement and gets calculated once on mission start
      Forest: array of array of Byte; //0..255 is enough
      Ownable: array of array of Boolean;
  
      Ownership: array of array of array of Byte;
      //Tension: array of array of array of SmallInt;
  
  
negative.code: var
    I, K: Integer;
  begin
    for I := 1 to fMapY - 1 do
    for K := 1 to fMapX - 1 do
      Ownable[I,K] := (CanOwn in fTerrain.Land[I,K].Passability);
  