anchor.diff:  var
     I, K: Integer;
   begin
  -  //Update forest influence map
     for I := 1 to fMapY - 1 do
     for K := 1 to fMapX - 1 do
       Ownable[I,K] := (CanOwn in fTerrain.Land[I,K].Passability);
  
positive.code:     fMapX: Word;
      fMapY: Word;
      fUpdatePlayerId: TPlayerIndex; //Player we will be updating next
      Influence: array of array of array of Byte;
      procedure InitInfluenceAvoid;
      procedure InitInfluenceForest;
  
negative.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
  
      //Tiles best owner and his influence
      Ownership: array of array of array of Byte;
      //Tension: array of array of array of SmallInt;
  
  