I have a printout of a faq from the TW.com on modding and in it is some info that might help , for this mod he sets the Setsstartdate::449 and explains , This defines the date in which your new campaign will start, change the start date to 449. Your campaign will aslo as a consequence last for just over 1,000 turns. Note , this date can be set to any value as long as it is an integer (whole number) . Next the technology Line 8 = This effects the starting technology in your campaign. The period must correspond to a date that is the same as , or earlier than your campaign start date. (see lines 9-11) Setperiod:: EARLY this will begin the campaign with the lowest tecnology available. line 9 Setearlyperiodstartdate::449 what this does is set the date at which the early period technology becomes available in the new campaign. in this case 449 AD. Once again you can set this to any value, but the date must be earlier or the same as your campaign start date. Line 10 Sethighperiodstartdate:: 850 Line 10 sets the date at which the "High Period" technology is reached, set this to 850 (for or example only) Note: this does not affect your ability to upgrade buildingas, but does affect the technology available to units . We have changed it to 850 AD. so that the feel of the campaign is the same, i.e. technological advances will be made proportionally to the lenght of the campaign. again this number can be any you choose, but for this test 850 works well for us. Finally Line 11 Setlateperiodstartdate:: 1275 This will make the high period technology available in 1275 AD., but once again will not prevent building upgrades etc. Note:Heirs will appear with armored knight units in this period. lastly make sure you change the date for your agents, i.e. Emissarys and Princesses at least 20 years prior to your start date or they will be dead on the first turn Hope this helps in some way pdoan8. TSOS.