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How did you implement multi-purpose design? :) 

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I thought I explained in the comment.

The destroying building mechanic provokes that civilians near to that building will be injuried, when you use a melee action, several units might be propelled, destroying buildings on their path.

I also "stole" the initiative dice mechanic from warcry, which serves both to indicate who goes first and the same dice can be used later to activate powers,

Also, the stat changing from honey heist: there's really only one stat that translates into a spectrum of 2, and it may change during the game.

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Didn't see your comment at the time, thanks. Very cool, the WarCry spending system is very good and seems versatile