anchor.diff:  const
     SQR_DANGEROUS_DISTANCE = 15*15;
     SQR_OFFENSIVE_DISTANCE = 30*30;
  -  INFLUENCE_THRESHOLD = 1;
  +  INFLUENCE_THRESHOLD = 150;
     ARMY_IN_HOSTILE_CITY = 200;
     TARGET_HOUSE_IN_INFLUENCE = 150;
   var
  
positive.code:         gtMounted:   Threat[IdxE].Risk := Threat[IdxE].WeightedCount * AI_Par[ATTACK_SUPERVISOR_EvalTarget_ThreatGainMounted];
        end;
        Threat[IdxE].Risk := + Threat[IdxE].Risk
                             - Threat[IdxE].DistRanged * AI_Par[ATTACK_SUPERVISOR_EvalTarget_ThreatGainRangDist]
                             - Threat[IdxE].Distance   * AI_Par[ATTACK_SUPERVISOR_EvalTarget_ThreatGainDist];
      end;
  
      {$IFDEF DEBUG_BattleLines}
  
negative.code:             if (gHands[Owner].Alliances[PL] = atEnemy) then
                for L := 0 to gHands[PL].UnitGroups.Count - 1 do
                  if (TargetGroups[Owner,K] = gHands[PL].UnitGroups.Groups[L]) then
                  begin
                    InRange := False;
                    for M := 0 to Length(fArmyAttackDebug.Groups) - 1 do
                      if (TargetGroups[Owner,K] = fArmyAttackDebug.Groups[M]) then
                      begin
                        G := TargetGroups[Owner,K];
                        gRenderAux.CircleOnTerrain(G.Position.X, G.Position.Y, 0.5, (Round(255 - (fArmyAttackDebug.Threat[M].Risk-MinThreat)/(MaxThreat-MinThreat)*220) shl 24) OR COLOR_RED, $11FFFFFF);
                        InRange := True;
                        break;
                      end;
                    if not InRange then
                      with fCombatStatusDebug.TargetGroups[Owner,K].Position do
                        gRenderAux.CircleOnTerrain(X, Y, 1, $10FFFFFF, $FFFFFFFF);
                  end;
                  {
      TCombatStatusDebug = record
        TargetGroups: array[0..MAX_HANDS-1] of TKMUnitGroupArray;
  