anchor.diff:    MIN_SCAN_DIST_FROM_HOUSE = 2; // Houses must have at least 1 tile of space between them
   
   var
  -  GA_EYE_GetForests_RndOwnLim     : Single = 45.3447774;
  -  GA_EYE_GetForests_InflLimit     : Single = 222.1944779;
  -  GA_EYE_GetForests_OwnLimit      : Single = 118.2537183;
  -  GA_EYE_GetForests_MinTrees      : Single = 3.11;
  -  GA_EYE_GetForests_Radius        : Single = 5.0698;
  +  GA_EYE_GetForests_SPRndOwnLimMin : Single = 150;
  +  GA_EYE_GetForests_SPRndOwnLimMax : Single = 200;
  +  GA_EYE_GetForests_InflLimit      : Single = 222.1944779;
  +  GA_EYE_GetForests_MinTrees       : Single = 3.11;
  +  GA_EYE_GetForests_Radius         : Single = 5.0698;
   
   
   type
  
positive.code:   aIronMineCnt := FindSeparateMines(htIronMine, fIronMines);
    aGoldMineCnt := FindSeparateMines(htGoldMine, fGoldMines);
    // Scan Resources - stones
    TagList := GetStoneLocs(True);
    try
      I := 0;
  
negative.code: 
  procedure TKMBuildFF.ActualizeTile(aX, aY: Word);
  begin
    if (fUpdateTick = gGame.GameTickCount) then // Actualize tile only when we need scan in this tick
      State[aY, aX] := GetTerrainState(aX,aY);
  end;
  
  
  