anchor.diff:    for i := 0 to MAX_PLAYERS-1 do
     begin
       fEvals[i] := TKMEvaluation.Create;
  -    fEvals[i].fEmemyIndex := i;
  +    fEvals[i].fEnemyIndex := i;
     end;
   end;
   
  
positive.code: type
    TKMEvaluation = class
    public
      fEmemyIndex : TPlayerIndex; // to make sure on get
      fVictoryChance : Single;
      fPower : Single;
      fUnitTypesPower : array [ut_Militia..ut_Barbarian] of Single;
  
negative.code:       Eval.fUnitTypesPower[i] := 0.0;
        continue;
      end;
      PowerSum := 0.0;
      for j := ut_Militia to ut_Barbarian do begin
        EnemyQty := Stats.GetUnitQty(j);
        PowerSum := PowerSum + UnitStatEvals[i,j,1] * EnemyQty;
      end;
      if PowerSum = 0 then Eval.fUnitTypesPower[i] := 0.0
      else Eval.fUnitTypesPower[i] := SelfQty / PowerSum;
      Eval.fPower := Eval.fPower + Eval.fUnitTypesPower[i];
    end;
  end;
  