Yes, in the sense that you can use Crosses and Bells I want to add a "Leadership" yield later on that generates Great Generals (kind of like in Victoria), but would also be used for researching army and navy technology and getting military fathers. Sounds good The trading itself wouldn't, but the contact with more technologically advanced civilizations would make the natives gain more knowledge of their technologies. It makes good gameplay sense, but I'm not sure it models reality well though. I can see Cloth, Tools and Guns advancing technology, but Rum and Cigars, not so much. That would be pretty nice to have, but yes, difficult to code Something more doable would be having the technology cost decrease depending on the number of civilizations you have contact with that know that technology (with perhaps a greater bonus if you are a child civ of that contact). I'm aiming for giving them the historical techs they had in 1492, so for example Portugal should start with more naval research done, Florence with more cultural research and so on. Taking a look at CvGameTextMgr.cpp, I think it is possible for me to do that. In any case, a problem is that units represent a group of people, while ships represent individual ships. I've been experimenting with a "population size" value for units too, so I don't think it would fit well. By the way, would you know how to make the shipname modcomp first try to generate names for a particular ship type for a civilization, and if there aren't any, then generate through the regular method?