anchor.diff:    K: Integer;
     Group: TKMUnitGroup;
   begin
  +  // Update food level
  +  fFoodProblems := gAIFields.Eye.ArmyEvaluation.CheckFoodProblems([fOwner]);
  +
     // Feed army and find unused groups
     for K := 0 to gHands[fOwner].UnitGroups.Count - 1 do
     begin
  
positive.code:     if (Group <> nil) AND not Group.IsDead AND not Group.InFight then
      begin
        // Check hunger and order food
        if (Group.Condition < UNIT_MIN_CONDITION) then
          // Cheat for autobuild AI: Only feed hungry group members (food consumption lower and more predictable)
          Group.OrderFood(True, fSetup.AutoBuild);
  
  
negative.code: 
    fOwner := aPlayer;
    fSetup := aSetup;
    fFoodProblems := False;
    fLastEquippedTimeIron := 0;
    fLastEquippedTimeLeather := 0;
    fAttackRequest.Active := False;
  
    fAttackNew := TKMArmyAttackNew.Create(aPlayer);
    fDefence := TKMArmyDefence.Create(aPlayer);
  