I wasn't sure where to post (the ordinary modmodders forum being for base FFH mods), so I figured I'd just put this in the general RiFE forum and hope for the best. Others are invited to do the same! First, I know that Xienwolf's XML changes included a way to make a given promotion stackable with itself. My question is, is there any way via python to change (or get) the number of stacked promotions a unit has? (Ex. setting a unit to have 4 "Combat Booster" promotions when it's built, or getting the number of "Combat Booster" promotions a given unit has.) It occurred to me that if possible, this would be a very simple way of implementing a "general" sort of affinity for certain mana or resources. (Like, you could give new units a +1 movement rate promotion for each Water mana you have. Or +10% strength for each Death mana, or +5% withdrawal rate per Air mana, or whatever.) Anyway, can this be done with the current python setup? My second question is about buildings. (Reposted from my Leadermod thread.) I notice that the function I use to set buildings looks like it has the potential to set more than one of a certain type-- for example, pNest.setNumRealBuilding(iBuilding3, 0) or pNest.getNumBuilding(gc.getInfoTypeForString('BUILDING_PHLEGMATIC')). Does this mean that I can set a city to have two markets? Would the effects stack, if so? This sounds like a neat way to get gradient effects, if it works like it sounds it does. (Like, giving a city a +1% science building for each point on the AC.) Thanks for the help!