anchor.diff:        begin
           Assistance := False;
           Player := aNewAIPLs[I];
  -        Influence := gAIFields.Influences.Ownership[ Player, aPoint.Y, aPoint.X];
  +        Influence := gAIFields.Influences.OwnPoint[Player, aPoint];
         end;
       SortByInfluence(AssistArr);
       // Prefer to defend allies in range of influence
  
positive.code:   sqr_RANGE = 12*12;
    sqr_INTEREST_DISTANCE_Group = 30*30;
    sqr_INTEREST_DISTANCE_House = 20*20;
    WarriorPrice: array [utMilitia..utHorseman] of Single = (
      1.5,2.0,2.5,2.0,2.5, // utMilitia,utAxeFighter,utSwordsman,utBowman,utArbaletman,
      2.0,2.5,2.0,2.5,     // utPikeman,utHallebardman,utHorseScout,utCavalry
  
negative.code:         IdxPL2 := 0;
          BestPrice := High(Word);
          for IdxPL := 0 to Length(aPlayers) - 1 do
            if (gAIFields.Influences.OwnPoint[aPlayers[IdxPL], Mines[K].pPoint^] > 0)
              AND (PLPossibleMines[IdxPL] + PLMines[IdxPL] < BestPrice) then
            begin
              BestPrice := PLPossibleMines[IdxPL] + PLMines[IdxPL];
  