anchor.diff:        end;
       end;
     end;
  -  // If there are not free groups exit
  +  // If we dont have groups exit
     if (Cnt = 0) then
       Exit;
   
  
positive.code:         Continue;
  
        // Find a place
        fDefence.FindPlaceForGroup(Group, True);
      end;
    end;
  end;
  
  
  procedure TKMArmyManagement.CheckAttack();
  const
    COMPANY_MIN_ATTACK_CHANCE = 0.5;
  var
    ForceToAttack: Boolean;
    I, Cnt: Integer;
    TargetOwner: TKMHandIndex;
    TargetPoint: TKMPoint;
  
negative.code:     procedure OwnerUpdate(aPlayer: TKMHandIndex);
      procedure WarriorEquipped(aGroup: TKMUnitGroup);
      //function GetArmyDemand(): ...;
      procedure CheckNewThreat(aHouse: TKMHouse; aAttacker: TKMUnitWarrior); overload;
      procedure CheckNewThreat(aUnit: TKMUnit; aAttacker: TKMUnit); overload;
  
      procedure LogStatus(var aBalanceText: UnicodeString);
      procedure Paint();
  