anchor.diff:      begin
         if not fPlayers.Player[i].Stats.AllowToBuild[k] then
         begin
  -        AddCommand(ct_BlockHouse,1,k-1);
  +        AddCommand(ct_BlockHouse, [k-1]);
           ReleaseAllHouses := false;
         end
         else
           if fPlayers.Player[i].Stats.BuildReqDone[k] then
  -          AddCommand(ct_ReleaseHouse,1,k-1)
  +          AddCommand(ct_ReleaseHouse, [k-1])
           else
             ReleaseAllHouses := false;
       end;
       if ReleaseAllHouses then
  -      AddCommand(ct_ReleaseAllHouses);
  +      AddCommand(ct_ReleaseAllHouses, []);
   
       //Houses
       for k:=0 to fPlayers.Player[i].Houses.Count-1 do
  
positive.code:         if fTerrain.Land[iY,iX].TileOwner = fPlayers.Player[i].PlayerID then
          begin
            if fTerrain.Land[iY,iX].TileOverlay = to_Road then
              AddCommand(ct_SetRoad,2,iX-1,iY-1);
            if fTerrain.TileIsCornField(KMPoint(iX,iY)) then
              AddCommand(ct_SetField,2,iX-1,iY-1);
            if fTerrain.TileIsWineField(KMPoint(iX,iY)) then
              AddCommand(ct_Set_Winefield,2,iX-1,iY-1);
          end;
      CommandLayerCount := -1; //Disable command layering
      AddData(''); //Extra NL because command layering doesn't put one
  
negative.code:             for Res:=rt_Trunk to rt_Fish do
                if TKMHouseStore(CurHouse).CheckResIn(Res) > 0 then
                  if StoreCount = 1 then
                    AddCommand(ct_AddWare, [byte(Res)-1,TKMHouseStore(CurHouse).CheckResIn(Res)]) //Ware, Count
                  else
                    AddCommand(ct_AddWareToSecond, [byte(Res)-1,TKMHouseStore(CurHouse).CheckResIn(Res)]); //Ware, Count
          end;
          if CurHouse is TKMHouseBarracks then
          begin
  