anchor.diff:  end;
   
   
  -function TKMGUIGameSpectatorItemLineWarFare.GetValue(AHandIndex: Integer; ATag: Integer): String;
  +function TKMGUIGameSpectatorItemLineWarFare.GetValue(aHandIndex: Integer; ATag: Integer): String;
   var
     I, value: Integer;
   begin
     if aTag = RECRUIT_TAG then
  -    value := gHands[AHandIndex].Stats.GetUnitQty(utRecruit)
  +    value := gHands[aHandIndex].Stats.GetUnitQty(utRecruit)
     else if aTag = TH_GOLD_CHEST_TAG then
     begin
       //Calc gold in all Townhalls (let's think its 'warfare')
       value := 0;
  -    with gHands[AHandIndex].Houses do
  +    with gHands[aHandIndex].Houses do
         for I := 0 to Count - 1 do
         begin
           if Houses[I].HouseType = htTownHall then
             Inc(value, TKMHouseTownHall(Houses[I]).GoldCnt);
         end;
     end else
  -    value := gHands[AHandIndex].Stats.GetWareBalance(TKMWareType(ATag));
  -
  -  Result := IfThen(value > 0, IntToStr(value), '');
  +    value := gHands[aHandIndex].Stats.GetWareBalance(TKMWareType(ATag));
  +
  +  Result := IfThen(value > 0, IntToStr(value));
   end;
   
   
   { TKMGUIGameSpectatorItemLineCustomBuildings }
  -constructor TKMGUIGameSpectatorItemLineCustomBuildings.Create(aParent: TKMPanel; AHandIndex: Integer;
  +constructor TKMGUIGameSpectatorItemLineCustomBuildings.Create(aParent: TKMPanel; aHandIndex: Integer;
                                                                 aOnJumpToPlayer: TIntegerEvent; aSetViewportPos: TPointFEvent;
                                                                 aLinesAggregator: TKMGameSpectatorItemLinesAggregator = nil);
   begin
  -  inherited Create(aParent, AHandIndex, aOnJumpToPlayer, aSetViewportPos, aLinesAggregator);
  +  inherited Create(aParent, aHandIndex, aOnJumpToPlayer, aSetViewportPos, aLinesAggregator);
   
     fHouseSketch := TKMHouseSketchEdit.Create;
   end;
  
positive.code: 
  
  { TKMGUIGameSpectatorItemLineArmyInstantenious }
  function TKMGUIGameSpectatorItemLineArmyInstantenious.GetValue(AHandIndex: Integer; ATag: Integer): String;
  var
    value: Integer;
  begin
    value := gHands[AHandIndex].Stats.GetUnitQty(TKMUnitType(ATag));
    Result := IfThen(value > 0, IntToStr(value), '');
  end;
  
  
  
negative.code:     procedure ResetUIDs;
      function CheckHighlight(aIndex: Integer): Boolean;
    protected
      function CreateItem(aHandIndex: Integer; ATag: Integer; aOnItemClick: TIntBoolEvent): TKMGUIGameSpectatorItem; override;
      function GetTagCount: Integer; override;
      function GetTag(AIndex: Integer): Integer; override;
      function GetNextLoc(aHandIndex: Integer; ATag: Integer; aMainFunction: Boolean): TKMPointF; override;
      function GetVerifyHouseSketchFn: TAnonHouseSketchBoolFn; virtual; abstract;
    public
      constructor Create(aParent: TKMPanel; aHandIndex: Integer; aOnJumpToPlayer: TIntegerEvent; aSetViewportPos: TPointFEvent;
                         aLinesAggregator: TKMGameSpectatorItemLinesAggregator = nil); override;
      destructor Destroy; override;
    end;
  
    TKMGUIGameSpectatorItemLineConstructing = class(TKMGUIGameSpectatorItemLineCustomBuildings)
    protected
      function GetValue(aHandIndex: Integer; ATag: Integer): String; override;
      function GetProgress(aHandIndex: Integer; ATag: Integer): Single; override;
      function GetVerifyHouseSketchFn: TAnonHouseSketchBoolFn; override;
    end;
  
    TKMGUIGameSpectatorItemLineHouses = class(TKMGUIGameSpectatorItemLineCustomBuildings)
    protected
      function CreateItem(aHandIndex: Integer; ATag: Integer; aOnItemClick: TIntBoolEvent): TKMGUIGameSpectatorItem; override;
      function GetValue(aHandIndex: Integer; ATag: Integer): String; override;
      function GetAdditionalValue(aHandIndex: Integer; ATag: Integer): String; override;
      function GetProgress(aHandIndex: Integer; ATag: Integer): Single; override;
      function GetVerifyHouseSketchFn: TAnonHouseSketchBoolFn; override;
    end;
  
    // Units
    TKMGUIGameSpectatorItemLinePopulation = class(TKMGUIGameSpectatorItemLine)
    protected
      function CreateItem(aHandIndex: Integer; ATag: Integer; aOnItemClick: TIntBoolEvent): TKMGUIGameSpectatorItem; override;
  //    function GetTagCount: Integer; override;
  //    function GetTag(AIndex: Integer): Integer; override;
      function GetValue(aHandIndex: Integer; ATag: Integer): String; override;
    end;
  
    TKMGUIGameSpectatorItemLinePopulationSLR = class(TKMGUIGameSpectatorItemLinePopulation)
  