With most of the community deep into Civ 6 it seems a little lonely around here! So, for my newest custom civ I'm making a rather silly unit that I intend to be able to destroy sea resources (it makes sense in context) if the pillage action is performed while sitting on top of one. Having used FramedArchitecture's old Global Warming mod and seeing it destroy resources via its' coastal flood mechanics, I was able to find some code that it uses to do so. DestroyResource seems to be a variable, but I'm unsure of how to change this or make LUA code fire off on the pillage action. The code from FramedArchitecture's mod: Code: if ( DestroyResource ) then local player = Players[targetPlot:GetOwner()]; local pActivePlayer = Players[Game.GetActivePlayer()]; local iResourceID = targetPlot:GetResourceType(Game.GetActiveTeam()) if ( iResourceID ~= -1 ) then targetPlot:SetResourceType(-1); if ( player == pActivePlayer ) then local text; local heading; text = Locale.ConvertTextKey("TXT_KEY_GW_LOST_RESOURCE", GameInfo.Resources[iResourceID].Description); heading = Locale.ConvertTextKey("TXT_KEY_GW_LOST_RESOURCE_SHORT"); pActivePlayer:AddNotification(NotificationTypes.NOTIFICATION_GENERIC, text, heading, iX, iY); end end end This is just a snippet but it seems pretty simple. Still, would this work if it checked for an AI civ? and if the AI uses this unit against the player can it display a notification indicating it? One more thing regarding this unit, it uses the Submarine Granny2 file, and while I can easily set custom birth and selection sounds for it, I was wondering if it was possible to change the movement and attack sounds. Thanks in advance to anyone that helps!