anchor.diff:      fSpeedChangeTick: Single;
       fSpeedChangeTime: Cardinal; //time of last game speed change
       fPausedTicksCnt: Cardinal;
  +    fIsJustStarted: Boolean; // True when game is just started (loaded save / savepoint / started) and no ticks were played yet
   
       fLastTimeUserAction: Cardinal;
       fLastAfkMessageSent: Cardinal;
  
positive.code: 
    procedure ManageSaves;
    begin
      //Only increase LastTick, since we could load replay earlier at earlier state
      fSavePoints.LastTick := Max(fSavePoints.LastTick, fParams.Tick);
  
  
negative.code:     // Spread savepoints / autosaves / autosave at PT end (at 0 tick) among ticks to avoid async / main threads overload
      SAVEPT_TICK_SHIFT = 1;
    begin
      // Do not add autosave or savepoint for a just started / loaded game
      if fIsJustStarted then Exit;
  
      //Save game to memory (to be able to load it later)
      //Make savepoint only after everything is updated (UpdateState)
      if gGameSettings.SaveCheckpoints
  