anchor.diff:  
   
   //Get tile corners terrain id
  -function TKMTerrain.TileCornerTerrains(aX, aY: Word): TKMWordArray;
  +function TKMTerrain.TileCornersTerrains(aX, aY: Word): TKMWordArray;
   const
     TOO_BIG_VALUE = 10000;
   var
  
positive.code:       and (Land[Y,X].BaseLayer.Rotation mod 4 = 0)); //only horizontal mountain edges allowed
    if not Result then
    begin
      Corners := TileCornerTerrains(X, Y);
      Result :=
        (fTileset.TileIsIron(Corners[0]) > 0)
          and (fTileset.TileIsIron(Corners[1]) > 0)
  
negative.code:     function TileHasGold(X, Y: Word): Boolean;
  
      function TileCornerTerrain(aX, aY: Word; aCorner: Byte): Word;
      function TileCornersTerrains(aX, aY: Word): TKMWordArray;
  
      function TileHasRoad(const Loc: TKMPoint): Boolean; overload;
      function TileHasRoad(X,Y: Integer): Boolean; overload;
  