anchor.diff:      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;
  -
  +
  +    //Tiles best owner and his influence
       Ownership: array of array of array of Byte;
       //Tension: array of array of array of SmallInt;
   
  
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: 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);
  