anchor.diff:    }
   }
   
  +/*
  + * Aggressive AI, extending the Player
  + * Constructor identical to the normal Player
  + * For information about the AI-behaviour
  + */
   class Ai_agg extends Player {
     Ai_agg(id) : super(id, 0);
     List<Territory> turn() {
  
positive.code:           hasEmperor = true;
            giveEmperor = false;
          }
  
          territory[random].dice++;
          if (territory[random].dice == 8) territory.removeAt(random);
        } else {
          //if (i < max)
          pool = oldpool + (max - (i));
          if (pool < 0) pool = 0;
          if (pool > 60) pool = 60;
  
negative.code:     return list;
    }
  }
  /*
   * Smart AI, extending the Player
   * Constructor identical to the normal Player
   * For information about the AI-behaviour
   */
  class Ai_smart extends Player {
    Ai_smart(id) : super(id, 0);
    List<Territory> turn() {
  