

Local iPlotOwnerCiv = Players:GetCivilizationType() -integer

Local iPlotOwner = plot:GetOwner() -integer (actually playerID) (As an aside: Lua tables can use anything other than nil as a key, including tables or functions, but don't do that unless you are feeling really cocky.) However, don't confuse yourself on which you are using: On the table side, Lua tables are happy using integers or strings for keys, or even both in the same table. I was editing post above with local/global stuff while you were posting, so take a 2nd look. I don't even know if the table can hold stuff like this, but in my imagination it would be like this: I can do all this, except the storing this number and editing it while linking it with the Civilization (in order to later identify it with ease). The whole idea is a button that creates a number and this number can be modified X times per turn, then cleaned at the start of your next turn, but if it reaches a certain number it fires a function, so I need to fire the mission/button, find the targeted Civilization, add the number there + the new number and then check to see if it matches or exceeds the target number. I thought that I could do that with that code up there, where k would be the civ and v the value I want - which would be easy to find, since Civilizations have unique names while the variable can be equal (although, after reading the code, it seems I did it backwards). I want to store information on both a Civilization and a variable that CAN change, so I'll need to change it within the table too, which means I need to always know it's position. I believe I understood you perfectly, which is a bit worrisome for me or you are just that good at explaining things - you should join forces with JFD.
