anchor.diff:  { Terrain }
   type TPassability = (CanWalk=1, CanWalkRoad, CanBuild, CanBuildIron, CanBuildGold,
                        CanMakeRoads, CanMakeFields, CanPlantTrees, CanFish, CanCrab,
  -                     CanWolf, CanElevate, CanWorker); //14bits so far
  +                     CanWolf, CanElevate, CanWorker); //13bits so far
        TPassabilitySet = set of TPassability;
   
   type TWalkConnect = (wcWalk, wcRoad, wcFish, wcAvoid);
  
positive.code:     rt_Bow       =25, rt_Arbalet    =26, rt_Horse      =27, rt_Fish        =28);
  
  const //Using shortints instead of bools makes it look much neater in code-view
    CheatStorePattern:array[1..28]of shortint = (
    0,0,1,0,0,
    0,1,0,1,0,
    1,0,0,0,1,
  
negative.code: 
  
  //Used for AI defence and linking troops
  type TGroupType = (gt_None=0, gt_Melee, gt_AntiHorse, gt_Ranged, gt_Mounted);
  
  const UnitGroups: array[15..24] of TGroupType = (
      gt_Melee,gt_Melee,gt_Melee, //ut_Militia, ut_AxeFighter, ut_Swordsman
  