Yes, well I do appologize for not being more specific in mentioning what it is that I would love to see implemented. Thank You for replying. To be a bit more specific, (and after having read some other posts focused on the economic side of M2:TW) I was hoping to adjust economic functionality to facilitate a deeper level of immersion and give the "money-minded" and economically savy players another way to dominate the world. Some ideas I had would be to choose which resources are traded, and from where - using merchants to build trading outposts <trading hubs> in a manner similar to the way a general builds a fort <but only buildable on resource nodes> - perhaps adding a variable that enables a certain amount of a rescource to be harvested and traded per turn - I also thought it would be a good idea to be able to covertly disrupt an enemies trade avenues, and perhaps set their farms to the torch! Now that I think about it, it would also be a good idea to be able to kidnap princessess! Damn A.D.H.D...well thanks thanks again.