DH_Epic, your comment about giving players more choice vs more chance misses the mark. Playing RaR the number of choices is huge, but the players I've talked to still find what they consider the "best" way and play it into the ground. While I agree that this is not the most aesthetically pleasing way to play the game it shows that knocking players out of their comfort zone is a good thing once in a while. That said I wholly agree that the player should, if he chooses, be able to ameliorate the effects of any disasters. Making "Meteorology" a new tech that does nothing more than prevent or lessen the loss of pop from a notional "Hurricane" disaster forces the player to choose between researching the safety or going after the shiny new unit prereq adds to gameplay in my opinion.