anchor.diff:    //fPlayers[0].AddUnitGroup(ut_Hallebardman, KMPoint(63, 64), dir_E, 8, 24);
     //fPlayers[1].AddUnitGroup(ut_Cavalry, KMPoint(65, 64), dir_W, 8, 24);
   
  -  gHands[0].AddUnitGroup(utSwordsman, KMPoint(63, 64), TKMDirection(dirE), 8, 24);
  -  gHands[1].AddUnitGroup(utSwordsman, KMPoint(65, 64), TKMDirection(dirW), 8, 24);
  +  gHands[0].AddUnitGroup(utSwordFighter, KMPoint(63, 64), TKMDirection(dirE), 8, 24);
  +  gHands[1].AddUnitGroup(utSwordFighter, KMPoint(65, 64), TKMDirection(dirW), 8, 24);
   
     gHands[1].UnitGroups[0].OrderAttackUnit(gHands[0].Units[0], True);
   
  
positive.code:   MILITIA_SOLDIER = 3;
    COMPLETE_HOUSE = 5;
    {
      utMilitia,      utAxeFighter,   utSwordsman,     utBowman,
      utArbaletman,   utPikeman,      utHallebardman,  utHorseScout,
      utCavalry,      utBarbarian,
      utPeasant,      utSlingshot,    utMetalBarbarian,utHorseman,
    }
    WARRIOR_PRICE: array[WARRIOR_MIN..WARRIOR_MAX] of Integer = (
      1, 3, 6, 3+4, // Militia     AxeFighter  Swordsman       utBowman
      5+4, 3, 5, 4, // Arbaletman  Pikeman     Hallebardman    utHorseScout
      7, 6,       // Cavalry     Barbarian
      2, 2+4, 6, 3  // Peasant     Slingshot   MetalBarbarian  utHorseman
  
negative.code:     Output := + GetHouseQty(htAny) * HOUSE_WEIGHT
                + GetWeaponsProduced * WEAPONS_WEIGHT
                - GetCitizensLost * CITIZENS_LOST;
      IronArmy := Min( GetWaresProduced(wtIronArmor),
                         GetWaresProduced(wtPike)
                       + GetWaresProduced(wtCrossbow)
                       + Min(GetWaresProduced(wtSword), GetWaresProduced(wtIronShield))
                     );
      WoodArmy := Min( GetWaresProduced(wtLeatherArmor),
                         GetWaresProduced(wtBow)
                       + GetWaresProduced(wtPike)
                       + Min(GetWaresProduced(wtWoodenShield), GetWaresProduced(wtAxe))
                     );
      Militia := Min( Max(0,WoodArmy - GetWaresProduced(wtLeatherArmor)), GetWaresProduced(wtAxe));
      Output := Output
                + IronArmy * IRON_SOLDIER
                + WoodArmy * WOOD_SOLDIER
  