From what he said, it's all in CvUnit.cpp in the DLL. So not python... And python would make it ridiculously slow anyway. Any rework of absolutely ANY features would be done via optional module. Spells would likely end up being one of those. Modifiers based on civ/type of unit would be good, and I'm already considering them, but first we need to get it working. A bad pool? What, did the kids pee in it? And where exactly do you think the hamster's golden eye comes from? Nope, sorry. Won't be out till 1.3 is released; Too much of a pain maintaining two separate code bases. All good ideas, though I'd have decimals round down. Still, need to get it working first. Exactly.