anchor.diff:  
   
   function TNavMeshInfluenceSearch.FindClosestEnemies(const aOwner: TKMHandID; aCenterPoints: TKMPointArray; var aEnemiesStats: TKMEnemyStatisticsArray; aHouseInfluence: Boolean = True): Boolean;
  +  // Check if player is active in the meaning of threat for new AI
  +  function PlayerActive(aPL: TKMHandID): Boolean;
  +  var
  +    HT: TKMHouseType;
  +  begin
  +    if not gHands[aPL].Enabled OR gHands[aPL].AI.HasLost then
  +      Exit(False);
  +    for HT in TARGET_HOUSES do
  +      if (gHands[aPL].Stats.GetHouseQty(HT) > 0) then
  +        Exit(True);
  +    Result := (gHands[aPL].Stats.GetArmyCount > 0);
  +  end;
   const
     MAX_ENEMIES_AT_ONCE = 11;
   var
  
positive.code:   SetLength(fEnemies, gHands.Count - 1);
    Cnt := 0;
    for PL := 0 to gHands.Count - 1 do
      if gHands[PL].Enabled AND (gHands[aOwner].Alliances[PL] = atEnemy) then
      begin
        fEnemies[Cnt] := PL;
        Cnt := Cnt + 1;
  
negative.code: 
  implementation
  uses
    KM_AIFields, KM_AIInfluences, KM_NavMesh, KM_Hand, KM_HandsCollection, KM_ResHouses, KM_ArmyAttack;
  
  
  { TNavMeshInfluenceSearch }
  