anchor.diff:        if (Ownership > GA_EYE_GetForests_SPRndOwnLimMin)
            AND (Ownership < GA_EYE_GetForests_SPRndOwnLimMax)
            AND (SparePointsCnt < GA_EYE_GetForests_RndCount)
  -         AND (KaMRandom() > GA_EYE_GetForests_RndLimit) then
  +         AND (KaMRandom('TKMEye.GetForests') > GA_EYE_GetForests_RndLimit) then
         begin
           Point := Polygons[I].CenterPoint;
           Cnt := 0;
  
positive.code:   fBuildFF.UpdateState(); // Mark walkable area in owner's city
    Count := 0;
    for Idx := 0 to Length(fCoalPolygons) - 1 do
      if (fCoalPolygons[Idx] > 0) then
      begin
        if (aOnlyMainOwnership AND (gAIFields.Influences.GetBestOwner(Idx) <> fOwner)) then
          continue;
        if (gAIFields.Influences.GetBestAllianceOwnership(fOwner, Idx, at_Enemy) > MAX_ENEMY_OWNERSHIP) then
          continue;
        Loc := gAIFields.NavMesh.Polygons[Idx].CenterPoint;
        if (fBuildFF.VisitIdx <> fBuildFF.Visited[ Loc.Y, Loc.X ]) then
          continue;
  
negative.code:   end;
    //}
    // Scan Resources - coal
    TagList := GetCoalMineLocs();
    try
      I := 0;
      Increment := Ceil(TagList.Count / 10.0); // Max 10 paths
  