Morale bars added, advantage (finally) separated as a separate step, and buildings are coded (but untested). All that's left now is to add some building abilities and some minor polish to make things make sense to people other than me. After that it’s FINALLY time start some play testing. I expect it to go absolutely horribly, and I’ll tell you why:
The resource system in Praxis is kind of odd. We’re not in Solforge/Yugioh’s “every card is worth the same (1 play)” boat, but we’re not in MTG’s “cards are balanced by their cost” boat. That is, a card that costs 1R is not worth ½ as much as a card that costs 2R, because there’s no “buildup” to resources. If this is the case (which it is currently in my current balance, which I got to test out for a few games until I made all the changes outlined below), then it’s almost strictly better to always play 5R guys, because the deployment counter makes units surviving much more important. On the flip side, because of our draw mechanic, if 5R guys are only marginally better than a 2R guy, then I will likely quite often play my 2R (or TWO 2R’s) and play a tactic to make up the difference in power . So there’s a delicate balance to be struck, and I think that will take a lot of practice to nail. But it’s exciting nonetheless.
More info to come when more is done!