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Great Job!
As far as i see it most things work as intended now.

Some small issues:
Crystal Harvest Post: I cannot place it. I noticed the spaces below the crystals are labled as Crater. (Needs to be placed on Magic Crystal, but Crater is in the way, i think at least)

Enemies: In my new run they choose to be cheeky. Taking 3 different routes in total so far.  They always choose the shortest way, and a wall can change the shortest way apparently.

Ideas: 
-When clicking on the Necropolis, show a path in red arrows where the enemy moves/attacks next. 
-My favourite would be, make the enemy go after the castle first. For epic castle sieges in the future. 
-Like 10 squares before the wall the enemy could build a siegecamp, they than stay there for a short bit, before they attack (so they dont Line Conga all the way to their target).
-Tower range indicator

Hey there!

Actually, the current raid system is still very much in the "prototype" stage. The skeletons have gotten smarter, but for them to become truly "organized," they need to go through a bit of an "evolution" as the game progresses. I think that instead of just increasing their numbers, they should start getting "leaders."

I also want to add more "world" threats and certain penalties (for example, bandit camps spawning near the kingdom if the population remains unhappy for a while).

Thanks for the feedback and these great ideas! I'll also look into the Crystal Harvest Post issue you mentioned.