Well, the only difference in triggers or not is that triggers wouldn't be included in the first "complete" version of the game, so it's not really a big difference in either direction.The main reason why I think we should wait with including triggers is a technical one though. FeXoR has been talking about how nice it would be to do all kinds of things with triggers (search through his posts for a more indepth explanation of what he wants), and while I don't know all the technical details to be able to fully evaluate that idea I'm sure it would both be very valuable and require a lot of code to be rewritten/edited. And while some changes might be important enough to warrant a code rewrite even at this stage of development (the sound code rewrite for example was important as the old code didn't work at all on Macs), I don't think now is a good time to do something that could potentially require rewriting most of the game code. Of course we could implement some quick and basic triggers in much shorter time, but then we'd probably have to redo that when we do a more indepth trigger implementation later, so to me it's better to wait and have it properly implemented when it's first implemented. I might be wrong, but I believe that will mean that we will have a better trigger system sooner than if we'd have a more basic system now and then implement something more indepth later. I guess one of the less important reasons, but still a big influence, is that if we implement triggers we'll want to implement story-based scenarios/campaigns as well, and I think that would add several years overall to the development (in addition to the time it would take to implement the gameplay features, which could mean something like 5-7 years or something in total before we get a full version). And all in all I think having a full version out/working towards a full version is both a big accomplishment (partly nice as a personal accomplishment - to have been part of a finished game rather than a perpetual WIP, and partly nice as a testament to the strength of the community and open source development), and an important step forward (there's less incentive to work on performance if we know we're going to add a lot of new features, having a more clearly defined goal makes it easier to see progress - which in turn can help encourage progress as people are motivated when they see progress, and having a full version out is likely to give the game more credibility - which in turn might have positive effects such as Linux distributions adding 0 A.D. in their main repository, other distribution channels opening up which would mean more publicity for the game, and hopefully attracting skilled contributors who can help improving the game, so I think that might be argument enough to not include something as major as triggers in the first version. A long post, but the main point is: The first "full version" is just the beginning of what 0 A.D. can become (A minor additional argument to leave triggers/story-based scenarios/campaigns to the future is that they can work well with other features which are very much up for consideration to be included then. Like morale for units, supply/attrition, etc etc.)