anchor.diff:      TerrainFF();
   
       fUpdateTick := gGame.GameTickCount;
  -  end;
  -  MarkPlans(); // Plans may change durring placing houses so this must be updated every call
  +    MarkPlans(); // Plans may change durring placing houses but this event is caught CityBuilder
  +  end;
   end;
   
   
  
positive.code: begin
    fOwner := aPlayer;
    fUpdateTick := 0; // Make sure that area will be scanned in next update
  end;
  
  
  
negative.code: 
      procedure UpdateState();
      procedure OwnerUpdate(aPlayer: TKMHandIndex);
      procedure ActualizeTile(aX, aY: Word);
      function CanBePlacedHouse(const aLoc: TKMPoint): Boolean;
      procedure FindPlaceForHouse(aHouseReq: TKMHouseRequirements; InitPointsArr: TKMPointArray; aClearHouseList: Boolean = True);
    end;
  