anchor.diff:    SQR_DANGEROUS_DISTANCE = 15*15;
     SQR_OFFENSIVE_DISTANCE = 30*30;
     INFLUENCE_THRESHOLD = 1;
  +  ARMY_IN_HOSTILE_CITY = 200;
   var
     InCombat: Boolean;
     PL: TKMHandID;
  
positive.code:           if (G <> nil) AND not G.IsDead then
            begin
              P := G.Position;
              if (gAIFields.Influences.OwnPoly[ Owner, gAIFields.NavMesh.KMPoint2Polygon[P] ] > INFLUENCE_THRESHOLD) then
                AddEnemy(G, CntE, EnemyIsClose)
              else
                for L := 0 to gHands[Owner].UnitGroups.Count - 1 do
  
negative.code:         begin
            PLCnt := 0;
            for IdxPL2 := 0 to Length(aPlayers) - 1 do // Mark players which can place mine here (by influence)
              if (gAIFields.Influences.OwnPoint[aPlayers[IdxPL2], aMines[K]] > 0) then
              begin
                Inc(PLPossibleMines[IdxPL2]);
                Inc(PLCnt);
              end;
            Mines[Cnt].Val := PLCnt * MAX_INFLUENCE + gAIFields.Influences.OwnPoint[PL, aMines[K]];
            Mines[Cnt].pPoint := @aMines[K];
            Inc(Cnt);
          end;
  