anchor.diff:  			p.generateRelationships(this.players);
   		}
   
  -		Relationship.decideInitialQuadrants(this.players);
  +		Relationship.decideInitialQuadrants(rand, this.players);
   
   		this.hardStrength = 1000 + 50 * this.players.length;
   	}
  
positive.code: 
  		for(num i = 0; i<aliens.length; i++){
  			var survivor = aliens[i];
  			newSession.aliensClonedOnArrival.add(clonePlayer(survivor, newSession));
  		}
  		//don't want relationships to still be about original players
  		for(num i = 0; i<newSession.aliensClonedOnArrival.length; i++){
  			var clone = newSession.aliensClonedOnArrival[i];
  			transferFeelingsToClones(clone, newSession.aliensClonedOnArrival);
  		}
  			//print("generated relationships between clones");
  		//generate relationships AFTER saving a backup of hte player.
  
negative.code: 		that.aliensClonedOnArrival = [];//jettison old clones.
  		addAliensToSession(curSessionGlobalVar, aliens);
  
  		SimController.instance.restartSession();//in controller
  	}
  	void addEventToUndoAndResetScratch(e){
  		print('yellow yard from scratched session');
  