I don't think triggers should be made to fit the campaigns needs. The map designer, random map generator API, triggers and player-AI-API should be as powerful as possible and general purpose tools (and not designed to work for specific needs and only work well when used as "meant to be used"). ATM only Atlas seams to head the right way (AFAIK). So we need to figure out a new "structure" for scripting or something IMO so that all parts can access any information they want (or at least as many as possible) without causing to much headache to debug (and not only those thought to be needed). In the end this will cause much less pain adding new features and less work to make all parts work well together. We have to keep in mind here that player-AIs are meant to be threaded. I personally am horrified by the current situation where every part has it's own libs and cannot (easily) access those of another part. I explained why at various parts in the forum and in track (which was maybe a bit stupid because now I can't find most of it). Zoot noticed that and opened a topic for that some time ago: http://www.wildfireg...showtopic=17052 THX again, Zoot! A related ticket would be: http://trac.wildfire...com/ticket/1589 Another related topic: http://www.wildfireg...showtopic=16096 We had some discussions about triggers before and it was agreed on (to my disappointment) to wait until part 2. However, if we implement triggers they should be general purpose triggers. Otherwise I agree it's better to wait until part 2 but to implement some basic triggers - because they will be used and it will be more work (including convincing PPL that this is needed) to implement/change to more general/powerful/useful triggers.