anchor.diff:  end;
   
   
  -//This is run by commanders when they die. Dead commander is the one that died, NewCommander is the one that replaced them.
  +//This is run by commanders when they die.
  +//Dead commander is the one that died, NewCommander is the one that replaced him.
   //We need to update CurrentCommander for defence positions in this case.
   procedure TKMPlayerAI.CommanderDied(DeadCommander, NewCommander: TKMUnitWarrior);
   var i: integer;
  
positive.code:     Schools[k-1] := HS;
      for i:=1 to 6 do //Decrease requirement for each unit in training
        if HS.UnitQueue[i]<>ut_None then
          UnitReq[byte(HS.UnitQueue[i])] := max(UnitReq[byte(HS.UnitQueue[i])] - 1, 0);
      inc(k);
      HS := TKMHouseSchool(Assets.FindHouse(ht_School,k));
    end;
  
negative.code:     procedure CheckArmiesCount;
      procedure CheckArmy;
    public
      ReqWorkers, ReqSerfFactor, ReqRecruits: word; //Number of each unit type required
      RecruitTrainTimeout: Cardinal; //Recruits (for barracks) can only be trained after this many ticks
      TownDefence, MaxSoldiers, Aggressiveness: integer; //-1 means not used or default
      StartPosition: TKMPoint; //Defines roughly where to defend and build around
  