The problem is the "at war" condition coupled with an "at peace" condition. Well I can do it but I like to slow down on C++ coding if there are alternatives. That's a good amount of stuff to code just for a single change. What about each conversion action give some amount of influence instead ? Ok actually I misread your post I though you meant 10% at war and 15% at peace but it doesn't really change the problem, I'd have to make special functions for that (swords is handled like fertility but with a peace requirement) to move swords to food rather than growth. I don't think Swords is too bad. If it's too weak the peace requirement can simply be removed.