anchor.diff:    PL: TKMHandIndex;
   begin
     Result := 0;
  -  if not AI_GEN_INFLUENCE_MAPS OR (aIdx = High(Word)) then
  +  if not AI_GEN_INFLUENCE_MAPS then
       Exit;
   
     for PL := 0 to gHands.Count - 1 do
  
positive.code:       begin
          if (Length(PointArr) <= Cnt) then
            SetLength(PointArr, Cnt + 16);
          PointArr[Cnt] := gAIFields.NavMesh.FindClosestPolygon(U.GetPosition);
          Cnt := Cnt + 1;
        end;
        K := K + EACH_X_MEMBER_COEF; // Pick each X member (Huge groups cover large areas so be sure that influence will be accurate)
      end;
  
      if (Cnt > 0) then
        fFloodFill.MilitaryPresence(aPL, 80, 30, Cnt-1, G.GroupType, PointArr);
    end;
  end;
  
  
negative.code:     procedure RemAvoidBuilding(aArea: TKMRect);
      // Army presence
      // City influence
      function GetBestOwner(const aX,aY: Word): TKMHandIndex; overload;
      function GetBestOwner(const aIdx: Word): TKMHandIndex; overload;
      function GetBestAllianceOwnership(const aPL: TKMHandIndex; const aIdx: Word; const aAllianceType: TAllianceType): Byte;
      function GetOtherOwnerships(const aPL: TKMHandIndex; const aX, aY: Word): Word;
  
      procedure AfterMissionInit();
      procedure UpdateState(aTick: Cardinal);
  