anchor.diff:    fUpdateArmyIdx := 0;
     fInfluenceFloodFill := TKMInfluenceFloodFill.Create(False); // Check if True is better
     fInfluenceSearch := TNavMeshInfluenceSearch.Create(False);
  -  {$IFDEF DEBUG_AIINFLUENCES}
  +  {$IFDEF DEBUG_AIInfluences}
       fTimeSumOwnership := 0;
       fTimeSumPresence := 0;
       fTimePeakOwnership := 0;
  
positive.code:     fInfluenceSearch: TNavMeshInfluenceSearch;
      fNavMesh: TKMNavMesh;
  
      {$IFDEF DEBUG_AIINFLUENCES}
      fTimeSumOwnership, fTimeSumPresence: Int64;
      fTimePeakOwnership, fTimePeakPresence: Int64;
      {$ENDIF}
  
negative.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);
  