Was the old version wooden send me yeah, havent tested the edited version. Dialogue could be fixed Run Kitty/Gay Run still has far fewer units than the chickens in RKR House management sucks, as someone who played a bit of LOTR maps. You could make it so each house has proximity efficiency based on how close they are to nearby houses (so that its about covering surface rather than just house spam, could be done, with some mathematics and testing) using dark tints as a visual indicator For wander you could do this: >have a continuous group for every players chickens (so you dont need to make it every 60s) >every time the turn counter ticks/every 60s, pick each unit, run a 2nd trigger for each that sets picked unit as a local variable, waits a random amount between 20 and 40 seconds, orders it to move once somewhere within 600 units For maximum chickenmersion, edit the windmill model, and add chickens with idle animations around the base. A much more performance smooth alternative would be a bit complicated but is my favorite solution is >windmill has a mana pool, has a spell costing iron+mana >when cast, will spawn a chicken item on the ground, counting as that players chicken while on the ground. >It can be picked up by raiders/workers, (can stack up to say 5), and when dropped will spawn all the chickens for that player in that location. >Each item counts as belonging to the one who made it or picked it up and dropped it (unless the carrier unit was killed, in which case it goes to the killer) and only give income if theres a nearby windmill (assigned when a chicken is dropped or created/windmill built or destroyed rather than every turn) Its easy to do, and with a simple condition you can do things relating to max chickens/map, chicken economics, maximum chicken windmill efficiency and have more different livestock Important part is items can be perfectly cleaned up perfectly using a system unlike units and have less performance impact while existing, so this is nice if you just want chickens without wandering. Theres some new natives for modifying item descriptions that I didnt test out, but with em it should be easy to make this work so players can know who owns their chickens. Id combo it with spacial efficiency in houses though, seems most fun. and if you still want movement: >using a ground-dummy system, you can assign each chicken to a temporary dummy (of which there are max 10 on the map) for a few seconds that walks around quickly, and after a few seconds is unassigned, while the dummy goes back into a pool. though having the chickens wander every now and then by a lot instead of a little bit all the time probably looks weird.