anchor.diff:    for i := 0 to MAX_PLAYERS-1 do
     begin
       fEvals[i] := TKMEvaluation.Create;
  -    fEvals[i].fEmemyIndex := i;
  +    fEvals[i].fEnemyIndex := i;
     end;
   end;
   
  
positive.code: procedure TKMArmyEvaluation.EvaluatePower(Stats : TKMPlayerStats; PlayerIndex : TPlayerIndex);
  var
    SelfStats : TKMPlayerStats;
    EnemySize : Integer;
    Eval : TKMEvaluation;
    i, j : TUnitType;
    EnemyQty, SelfQty : Integer;
    UnitSum : Single;
  begin
    SelfStats := (fSelfPlayer as TKMPlayer).Stats;
    Eval := fEvals[PlayerIndex];
    EnemySize := Stats.GetArmyCount;
    Eval.fPower := 0.0;
    for i := ut_Militia to ut_Barbarian do begin
      SelfQty := SelfStats.GetUnitQty(i);
  
negative.code:       Eval.fUnitTypesPower[i] := 0.0;
        continue;
      end;
      PowerSum := 0.0;
      for j := ut_Militia to ut_Barbarian do begin
        EnemyQty := Stats.GetUnitQty(j);
        PowerSum := PowerSum + UnitStatEvals[i,j,1] * EnemyQty;
      end;
      if PowerSum = 0 then Eval.fUnitTypesPower[i] := 0.0
      else Eval.fUnitTypesPower[i] := SelfQty / PowerSum;
      Eval.fPower := Eval.fPower + Eval.fUnitTypesPower[i];
    end;
  end;
  