anchor.diff:  
   
   procedure TKMInfluences.UpdateState(aTick: Cardinal);
  -{$IFDEF DEBUG_AIINFLUENCES}
  +{$IFDEF DEBUG_AIInfluences}
     var Time: Int64;
   {$ENDIF}
   begin
     // City:
     if aTick mod 150 = 15 then // Update every 15 sec 1 player
     begin
  -    {$IFDEF DEBUG_AIINFLUENCES}
  +    {$IFDEF DEBUG_AIInfluences}
         Time := TimeGetUsec();
       {$ENDIF}
       fUpdateCityIdx := (fUpdateCityIdx + 1) mod gHands.Count;
       UpdateOwnership(fUpdateCityIdx);
  -    {$IFDEF DEBUG_AIINFLUENCES}
  +    {$IFDEF DEBUG_AIInfluences}
         Time := TimeGetUsec() - Time;
         fTimeSumOwnership := fTimeSumOwnership + Time;
         fTimePeakOwnership := Max(fTimePeakOwnership,Time);
  
positive.code:   // Army:
    if (aTick mod 5 = 0) AND (Length(fAlli2PL) > 0) then // Update every 0.5 sec 1 player
    begin
      {$IFDEF DEBUG_AIINFLUENCES}
        Time := TimeGetUsec();
      {$ENDIF}
      fUpdateArmyIdx := (fUpdateArmyIdx + 1) mod Length(fAlli2PL);
      UpdateMilitaryPresence(fUpdateArmyIdx);
      {$IFDEF DEBUG_AIINFLUENCES}
        Time := TimeGetUsec() - Time;
        fTimeSumPresence := fTimeSumPresence + Time;
        fTimePeakPresence := Max(fTimePeakPresence,Time);
  
negative.code: uses
    Classes, Graphics, SysUtils,
    KM_RenderAux,
    {$IFDEF DEBUG_AIInfluences}
      KM_CommonUtils,
    {$ENDIF}
    KM_Terrain, KM_Houses, KM_HouseCollection,
  