anchor.diff:    if gGame.IsPeaceTime then Exit;
   
     // 1. There must be enought soldiers for defences
  +  // In case that there are not defeces maps is in combat mode so we should launch everything
  +  TakeAllIn := False;
     case fDefence.DefenceStatus() of
       ds_Empty: Exit;
       ds_Half: ForceToAttack := False;
       ds_Full: ForceToAttack := True;
  +    ds_None: begin
  +      TakeAllIn := True;
  +      ForceToAttack := True;
  +    end;
     end;
     // ForceToAttack := ForceToAttack OR (gGame.MissionMode = mm_Tactic);
   
  
positive.code:     SetLength(AvaiableGroups, Cnt);
      for I := Low(AvaiableGroups) to High(AvaiableGroups) do
        fDefence.ReleaseGroup(AvaiableGroups[I]);
      //if ForceToAttack OR (gAIFields.Eye.ArmyEvaluation.CompareAllianceStrength(TargetOwner, AvaiableGroups) > COMPANY_MIN_ATTACK_CHANCE) then
      fAttack.OrderToAttack(TargetPoint, AvaiableGroups);
  
    end;
  
    //Comparison := gAIFields.Eye.ArmyEvaluation.CompareAllianceStrength(fOwner, EnemyStats[I].Player) - (EnemyStats[I].Distance / MinDist - 1) * DISTANCE_COEF;
  
negative.code:     procedure RecruitSoldiers();
      procedure CheckGroupsState();
      procedure CheckAttack();
      procedure AddNewThreat(aAttacker: TKMUnitWarrior);
      procedure CheckThreats();
    public
      constructor Create(aPlayer: TKMHandIndex; aSetup: TKMHandAISetup);
      destructor Destroy; override;
  