anchor.diff:    fIronMines := TKMPointList.Create();
     fStoneMiningTiles := TKMPointList.Create();
   
  +  fBuildFF := TKMBuildFF.Create();
     fArmyEvaluation := TKMArmyEvaluation.Create();
   
     InitHousesMapping();
  
positive.code: procedure TKMEye.OwnerUpdate(aPlayer: TKMHandIndex);
  begin
    fOwner := aPlayer;
    //fFinder.OwnerUpdate(fOwner);
  end;
  
  
negative.code:        AND (tpWalk in gTerrain.Land[Y+1,X].Passability) then
      begin
        // Save tile as a potential point for quarry
        Ownership := gAIFields.Influences.Ownership[fOwner, Y+1, X];
        if (aOnlyMainOwnership AND (gAIFields.Influences.GetBestOwner(X, Y+1) = fOwner))
           OR (not aOnlyMainOwnership AND (Ownership > 0)) then
        begin
          fStoneMiningTiles.Items[I] := KMPoint(X,Y);
          Output.Add(fStoneMiningTiles.Items[I], Ownership);
        end;
      end
      else
  