anchor.diff:    EnemyStats := gAIFields.Influences.InfluenceSearch.EnemiesStats;
   
     // Calculate strength of alliance, find best comparison - value in interval <-1,1>, positive value = advantage, negative = disadvantage
  +  BestComparison := -1;
     if (Length(EnemyStats) > 0) then
     begin
       // Find closest enemy
  
positive.code:     Output := False;
      // Ranged groups view: our ranged unit -> select target => each unit should fire
      GT := gt_Ranged;
      for I := AvaiableSquads[GT].Count - 1 downto 0 do
      begin
        Squad := AvaiableSquads[GT].Squads[I];
  
negative.code: 
      // Target watchtowers with archers
      GT := gt_Ranged;
      TargetIdx := 0; // Only for compiler
      for I := AvaiableSquads[GT].Count - 1 downto 0 do
      begin
        BestDist := INIT_THREAT;
  