I'm currently working on a Mod that makes Units require multiple resources (for Costs and Maintenance, for example: Unit_A requires 10 Iron, 10 Coal and consumes 1 Niter, and 1 Coal per turn). To get this on a New Table: is not a big Deal. Make the Resources consumed by the Game (via Lua): can be done. But how to make the production panel Hide a Unit to not get produced if there is not enough resources available (the code to hide a unit/mark it as can not be produced)? I've searched all the lua files that have something to do with production in a City, but couldn't fegure it out. I've only found a luaObject that is maybe already defined: buildQueue:CanProduce( kBuildParameters, true ). I've tried to change it to false but I get a lua Error. So Now I'm asking you Guys how I can accomplish this(What's the code for it)? Any Help is appreciated! I also have another problem: when I try to add a lua funcion in order to match the UnitType from Units Table with the UnitType in my new Table, the UnitType from Units Table attempt to index a number value. Here is the code: Code: function RecourceAmountAvailable(unitReference) if (GameInfo.Units_BonusesAndResourceCosts~= nil) then for row in GameInfo.Units_BonusesAndResourceCosts() do if (row.UnitType == unitReference.UnitType) then local AdditionalStrategicResource = GameInfo.Resources[row.AdditionalStrategicResource]; if (AdditionalStrategicResource ~= nil) then local AdditionalStrategicResourceCost = row.AdditionalStrategicResourceCost; if (AdditionalStrategicResourceCost > 0) then print("Unit Can Be Built"); return false ; else bCanProduce = buildQueue:CanProduce( row.Hash, false ); print("Unit Can not Be Built"); return true ; end end end end end end Events.TurnBegin.Add( RecourceAmountAvailable ); I've no Clue how to solve this. Edit: I used the Event: TurnBegin, because I didn't find any Event that coud fire when selecting the production panel or intering the citypanel.