Turn based strategy system

Nice. Do you have anything to take into account other objectives in addition to attacking? I am thinking of another grid with tile importance values that would represent strategic objectives that the AI could weigh when making paths.

I have been doing a bit of refactoring myself, but I still have a huge amount left to do once I reach a stopping point with the generator. Sitting at 19MB, probably 20-22 by the time I am done with the current work. Contemplating ways to split it up while still managing it from a central blueprint.