Hm, I don't know. Here's how I would characterize the so-far presented proposals for 1.2 according to the Next-Week-press criterion (and ignoring all others, such as choices at upgrade points): 1. Wandering monsters At worst, this will be neutral to the density of Next-Week presses. The primary thing that wandering monsters adds to the game is the possibility of the player actively hunting down monsters with nonrandom probability of success (you can hunt for nests now, but it is basically just throwing dice). If actively searching for nests makes strategic sense balanced against the materials cost of exploration, than this will definitely be a net plus to the number of meaningful interactions in the overmap. 2. Materials bar/Armies not purchasable any time This clearly results in fewer interactions turn-by-turn in the overmap. The player now has to wait for upgrades to do anything but explore, mine, or attack. Since the latter two are strongly circumstance-limited (i.e., you have to have minable mountains in your city, or monsters visible on the map), there is only a single action that the player can take on the majority of turns. This happens to remove what are currently the most dramatic choices in the overmap (see my post above), so it seems like an especially bad tradeoff to me... I agree with Nacht that this is better than the alternative of having an unchanging army that never reduces below three. But I still think that removing army maintenance from the materials economy is a blow to the level of interest in the overmap. Since I don't agree with the premise from the original post in this thread that the existing system is somehow "weird", it doesn't make sense to me that converting materials into a single-term balancer (exploration vs upgrade) is an improvement. (I also don't see how the addition of a new Army resource could possibly be thought to beat the current system in elegance...?) No need for a detailed response or anything, I don't want to keep you from actually designing this stuff Just want you to consider these points as you work on the 1.2 build.