Yes, you could do that as well. There's no trigger for "on end of turn" but you could basically pick the start of any turn that is not the sub's owner and delete. I guess my question though is would this really be worth the trouble? Both from coding and micromanagement perspective? Certainly, deleting the sub is easier for me to code than teleporting it because I don't need to worry about whether the new location has an enemy unit on it if I'm just deleting it, but I don't know if it's really worth it. Perhaps your idea of just letting the better subs be the ones to explore the deep sea would solve the issue anyway and make them that much more worth it? To be completely honest, I have absolutely no idea I never played the base midgard scenario or other scenarios with native transport enough to observe AI behavior to see if they'd actually use it or not. You'd hope that they will use it, given it is a base game mechanic, but... One event that could probably stand to be added would be one where, in the event of a nuclear war (call it, war while both tribes have the appropriate techs), the enemy SSBN's have an SLBM unit spawn on them at their location. I didn't think to do that before I sent the playtest out, but without that the SSBN's are pretty pointless for the AI as they're essentially ranged-attack units. Be aware that as you are playing as the Russians, if you attack the West you're going to have one of your cities experience a nuclear strike (if all goes to plan anyway). The AI will randomly choose between a few of your better targets. But, now that I think of it, I'd better make sure that happens on the AI's turn and not yours so you don't have a chance to "shoot down" the bomb.