anchor.diff:  uses
     Classes, Graphics, SysUtils,
     KM_RenderAux,
  -  {$IFDEF DEBUG_AIINFLUENCES}
  +  {$IFDEF DEBUG_AIInfluences}
       KM_CommonUtils,
     {$ENDIF}
     KM_Terrain, KM_Houses, KM_HouseCollection,
  
positive.code:   fUpdateArmyIdx := 0;
    fInfluenceFloodFill := TKMInfluenceFloodFill.Create(False); // Check if True is better
    fInfluenceSearch := TNavMeshInfluenceSearch.Create(False);
    {$IFDEF DEBUG_AIINFLUENCES}
      fTimeSumOwnership := 0;
      fTimeSumPresence := 0;
      fTimePeakOwnership := 0;
  
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);
  