anchor.diff:    List<Territory> territories;
     int pool;
     int empChance;
  -  /**
  -   * Constructor-class for player-object
  -   * 
  -   * @param type, symbol of playertype as one of #human, #cpu, #whitefield,
  -   * whereas #whitefields exists for managing free tiles on battlefield
  -   * @param num, number for creating id, in case of cpu-type
  +  
  +  /*
  +   * Constructor for a new Player
  +   * 
  +   * String id - Identifier of the new player
  +   * int empChance - Emperor Die chance
      */
     Player(this.id, this.empChance) {
       territories = new List<Territory>();
       pool = 0;
     }
  +  
  +  /*
  +   * Method to compute a playerstep, implemented in each class that inherits the player
  +   */
     List<Territory> turn();
  +  
  +  /*
  +   * Method to give a player dice based on his biggest territorychain at the end of his turn
  +   */
     void resupply() {
       int max = 1;
       int temp = 1;
       List<Territory> territory = new List<Territory>();
       for (int i = 0; i < territories.length; i++) {
         List<Territory> list = new List<Territory>();
  -      // list.add(territories[i]);
         if (territories[i].dice < 8) {
           territory.add(territories[i]);
         }
         temp = longestRoute(territories[i], list, this.id);
         if (temp > max) max = temp;
       }
  -
  -    print("Resupplying with $max dies.");
  +    print("Resupplying with $max dice.");
       var _random = new Math.Random();
       bool giveEmperor = false;
       if (id == "human" && hasEmperor == false) {
  
positive.code:       } else {
          for (int iy = 2; iy < y; iy++) {
            Tile n = new Tile(ix, iy);
            n.neighbours
                .add("ID" + (ix - 1).toString() + "_" + (iy - 1).toString());
            n.neighbours.add("ID" + ix.toString() + "_" + (iy - 1).toString());
            n.neighbours
                .add("ID" + (ix + 1).toString() + "_" + (iy - 1).toString());
            n.neighbours.add("ID" + (ix - 1).toString() + "_" + iy.toString());
            n.neighbours.add("ID" + (ix + 1).toString() + "_" + iy.toString());
            n.neighbours.add("ID" + ix.toString() + "_" + (iy + 1).toString());
  
negative.code:   }
  }
  
  /*
   * 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() {
  