anchor.diff:    G.OnGroupDied := GroupDied;
     if HandType = hndComputer then
     begin
  -    AI.General.WarriorEquipped(G);
  +    if AI.Setup.NewAI then
  +      AI.ArmyManagement.WarriorEquipped(G)
  +    else
  +      AI.General.WarriorEquipped(G);
       G := UnitGroups.GetGroupByMember(aUnit); //AI might assign warrior to different group
     end
     else
  
positive.code:     property Locks: TKMHandLocks read fLocks;
      property Stats: TKMHandStats read fStats;
      property FogOfWar: TKMFogOfWar read fFogOfWar;
      property ArmyEval: TKMArmyEvaluation read fArmyEval;
      property UnitGroups: TKMUnitGroups read fUnitGroups;
      property MessageLog: TKMMessageLog read fMessageLog;
  
  
negative.code:   fHouses       := TKMHousesCollection.Create;
    fDeliveries   := TKMHandLogistics.Create;
    fBuildList    := TKMBuildList.Create;
    fUnitGroups   := TKMUnitGroups.Create;
    fMessageLog   := TKMMessageLog.Create;
  
  