Market Demand System: The system I was proposing was again not something you need to do, it is just something that is good to do and will help your empire thrive and beat the competition. At the moment you don't even need fealty to win the game the Pope will eventually attack you whether you have the fealty or not. I agree we need the AI/Auto trade/transport stuff finished so that you do not have to micromanage small amounts of differing yields of every type to every city, but we (I think) are already agreed and you guys are on your way to having that level of automation AI available. From the demands from citizens coding side of things. Am I right or wrong in thinking that a 'demand per profession' exists? Like I see it mentioned in the pedia under different units. So the actual Infrastructure is there for unit types to 'want' to consume goods, they just need to be told what and how much? Then the market needs to be coded to react to the level of 'met' demand. (codey work part) If it is just xml work (adding Yield Types and numbers to profession demands) then we just need a plan of what it kinda should look like, who should want what, then we go monkey hunting!! Fealty Production as a whole is another issue. First the question can a large empire currently make enough fealty to make more than a 20-50% differnce to loyalty empire wide or even in an individual city? I personally fail to get above 10% empire wide I think, but I will freely admit I am a bit rubbish at properly organising it's production empire wide, but I don't even get above 50% in a big city I think. (probably even less than that...) Does Anyone else succeed at getting a decent amount? The other side of fealty is like I said before, it feels 'nice' to make it, you might get some city benefits, you might catch a few FFs before your opponents, etc. but I sort of don't care and it is not the end of my empire if I don't. But Shouldn't it be? If hardly anyone is loyal, then why are they doing what we tell them to?