Actually- maybe not so active. Here's another one, but with arbitrary values I can sort of see happening, if the player is willing to save often and rush a useful Holy Site as fast as realistically possible, but is also fairly active. 1 - 0+4 - spend 4, level, end 0 2 - 0+5 - spend 5, level, end 0 3 - 0+6 - spend 5, level, end 1 4 - 1+7 - spend 8 on a Holy Site, end 0 4 - 0+11 - spend 10, level, end 1 5 - 1+11 - spend 10, level, end 2 6 - 2+12 - spend 12, level, end 2 7 - 2+13 - spend 10, don't level, end 5 7 - 5+13 - spend 14, level, end 4 8 - 4+13 - spend 14, don't level, end 3 8 - 3+13 - spend 10, level, end 6 9 - 6+14 - spend 10, don't level, end 10 At this point making more Holy Sites becomes easy and Might ceases to be a limiting factor. So levelling every turn doesn't let up very fast if you're active, which is good. This one is for a very Might-hungry player with only one Site and assumes that progress to new levels carries over across turns. 1 - 0+4 - spend 4, level, end 0 2 - 0+5 - spend 5, level, end 0 3 - 0+6 - spend 6, level, end 0 4 - 0+7 - spend 5, don't level, end 2 4 - 2+7 - spend 1, spend 8 on a Holy Site, end 0 4 - 0+11 - spend 11, level [b]twice[/b], end 0 6 - 0+12 - spend 12, level, end 0 7 - 0+13 - spend 13, don't level, end 0 7 - 0+13 - spend 13, level, end 0 8 - 0+14 - spend 14, level, end 0 9 - 0+15 - spend 15, level, end 0 I'm so used to having levels as a constant pressure on potential Might expenditure that these tables feel weird to look at. Any thoughts?