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Multi-Role Units

Every unit in RareIcon’s kingdom carries every job role. Specialization is a priority weight, not a class lock-in. A unit you recruit as “the builder” is also a fighter, gatherer, and scout — they just default to building. When the kingdom comes under attack, every villager becomes a soldier.

Builder

Construction + repairs. Same unit handles new structures and patches up battle damage. No “engineer” vs “carpenter” split.

Gatherer

Wood, stone, food, scrap, electronics. Unit walks priority resource lists derived from kingdom needs.

Fighter

Defense + sortie escort. Highest auto-aim, dash on threat detection.

Scout

Reveal map, mark loot, flag intrusions. Lowest combat priority, highest movement speed.

  • No class lock-in — recruit anyone, slot into any task
  • Auto-rebalance — kingdom shifts priority weight when threats spike (every villager → fighter on alarm)
  • Mid-run flexibility — sortie loadout changes don’t strand the kingdom in a pinch

Tasks fan out via a dispatcher pattern: each task carries a unified score (distance + role weight + role-pressure bonus + supply hysteresis). Units pull their best-scored offer from a flat list every N ticks. Replaces per-tick role cascade. Scales to thousands of units.

Per project memory: every unit has a JobPriorities byte. Builder = construction + repairs (one role, not two).

The same units carry equipment slots Chip uses on sortie. Recruited allies gain ability stacking the same way Chip does — drop a stolen icon onto an ally’s slot to copy the effect.