Well... whoward here has some mod somewhere (note my immense awareness of his mods ) which adds a number of extra Lua event hooks, one of which is basically the improvements equivalent of GameEvents.CityCanConstruct, which is used to disable a certain city from being able to build a certain building, using whatever conditions you want which can be computed in Lua. So, you could give your mod a dependency to whoward's mod, and the addition of the new event hook might make your job simpler. ...keep in mind, though, that whoward makes DLL mods - i.e., he mods the C++ game core which will explode if anything is half an atom out of place. That property of game cores isn't exactly the problem here, but rather, the fact that the modded DLL has to actually override the DLL already used by the game means that only one DLL mod may be used at any time. This is true of any two mods that override the same file: the game will use the last version of the file loaded and ignore the others (IIRC), which can - technically speaking - screw things up something bad. So I don't use whowards DLL, for 3 reasons: 1) Compatibility reduction 2) It would require people to enable a mod just to enable a mod, which has always been a concept I've found fairly irritating 3) whoward's current DLL isn't compatibility with my version number ;_; But if it works for you, more power to you.