Spoiler : Page example code for 1st tier. Code: <iCasteAttribute>2</iCasteAttribute> <bPreventFounding>1</bPreventFounding> <bPreventTraveling>0</bPreventTraveling> <EducationUnitClass>UNITCLASS_SQUIRE</EducationUnitClass> <RehibilitateUnitClass>NONE</RehibilitateUnitClass> <LaborForceUnitClass>UNITCLASS_SQUIRE</LaborForceUnitClass> iCasteAttribute = 2: Means this unit can not be military, Pages are only this EducationUnitClass: This is the class the unit will promote to while being educated in schools etc. LaborForceUnitClass: This is the class the unit will educate to while simply working in the settlement and in any profession. RehibilitateUnitClass: Not part of this system, but if a unitclass is here this unit gains "education" from other Units that work in your Courts. Squire example code second tier: Code: <KnightDubbingWeight>1000</KnightDubbingWeight> <iCasteAttribute>3</iCasteAttribute> <bPreventFounding>0</bPreventFounding> <bPreventTraveling>0</bPreventTraveling> <EducationUnitClass>UNITCLASS_NOBLEMAN</EducationUnitClass> iCasteAttribute = 3: This sets it up so that the unit can be educated in Schools etc (may can be removed actually) EducationUnitClass: This is the class the unit will promote to while being educated in schools etc. KnightDubbingWeight = 1000: This sets it up so that this unit can be promoted while working in your Townhalls, Palaces, etc, gathering Fealty. mmm nice do the education/laborforce/rehabilitate upgrades work independently of each other, and can you let a single unitclass have different unitclasses for each type of upgrade method? Does each method use a random chance per turn to promote (based on how much Bells/Education is produced) or add to a counter for each unit? sorry for all the questions, Im like a kid in a candystore with all the new tags (or like a Page in a Luxury Food store) I guess you could even use this for negative "upgrades".. like if you give Proletarian <RehibilitateUnitClass>UNITCLASS_ADDICT , and then make UNITCLASS_ADDICT unlocked by a nasty Civic like Criminal Underworld or Organized Crime. Then if you use that Civic your Proletarians will slowly degenerate into Addiction! (it would need check for the unitclass being unlocked before promoting). IIRC civics can unlock Immigration for a unitclass separately of unlocking the unitclass itself. I guess I could try a single Luxury Food replacement like Citizenship Papers yield like Lib Spit suggested, but it seems like everyone wouldn't use a single one (also in World History there's plenty of changes to the goods demanded by common and elite citizens with Civic/Tech changes across history). Perhaps there could be single DefaultGrowthYield and EliteGrowthYield caches which change to a new yield on a tech/civic change (or it caches which yield to check for each player, then checks that once per city per turn). Its not an urgent change though & if that's too bad for performance maybe we shouldn't. How about if one of the citizen upgrade methods can be boosted by what percentage of their Demands get fulfilled? That would be really individualized, and also reward you for paying attention to demand fulfillment. (If that's too complex individually, maybe another option might be to get a bonus to upgrades from a citywide Prosperity counter based on the overall Demand fulfillment rate for the city.) I was just playing Victoria 2 (when I shouldve been modding ) and I've been really impressed with its economy, which is sort of like new M:C in that there are many different citizen types who can each have a specific set of demands to fulfill (they go about this semi-independently like our Domestic Economy feature, so you don't have to tediously transport all their daily needs but can still view all the cool fiddly bits of supply/demand, techs and "civics" etc each contributing to their well being in small ways). When you govern well enough that their demands are fulfilled they slowly progress to the more advanced citizen types (which in turn have more demands which are harder to satisfy, but can make more money if you can keep up).