Proposal: With event buildings (e.g. Elephant Fountain and parts; Palace and parts) there should be a pre-defined pool of buildings from which a random selection is made to be made available at any one time. (For all I know this is how it works at the moment but the presence of items on the Casino Wheel are merely described as 'random'.) (I checked the forums for an idea like this but not spotted one with the searches I thought to try.) Reason: While many players are very happy with the availability of buildings to make up sets, there are many comments about some worlds being scarce for particular buildings. If the presence of buildings is entirely random, it is possible that some neighbourhoods are over-supplied with some buildings and starved of others. If a neighbourbood has a predetermined number of each of the buildings in a set from which a random selection is made, it can be assured that the neighbourhood as a whole is supplied with the appropriate number of buildings, while still leaving the individual collection of them as a matter of chance. Details / example: A simple count is initialised for the neighbourhood. Say, 50 (this number can be important in player perception). I will give an example as though are just 3 buildings in a set: Building 1: 50 Building 1: 50 Building 1: 50The randomiser first decides whether any special buidling is to be presented. If so, one of the buildings is picked at random and its count is reduced: Building 1: 50 Building 1: 49 Building 1: 50This process continues until one of the buildings has been exhausted: Building 1: 3 Building 1: 9 Building 1: 0From then on, the randomiser first decides whether any special buidling is to be presented and if so, picks at random from what is left: Building 1: 2 Building 1: 9 Building 1: 0In time, there will only be one building left to be selected: Building 1: 0 Building 1: 5 Building 1: 0So now, when the randomiser determines that a special building is to be presented, there is just the one building to pick from, until all buildings reach zero. When all buildings reach zero, the counts are re-initialised and the process repeats. In this way, it can be assured that a certain number of every building is supplied, while still retaining the random chance aspect. Players can be told that a mechanism is in place to ensure that the neighbourhood as a whole is being offered all the buildings in equal number, so any shortages personally experienced are just chance of the draw, without the potential for them never having had an opportunity. Visual Aids: No visual changes. Balance/Abuse Prevention: This system would mean that for a while, only one building in the set is being made available. However, that building should be one that is needed by some players unless one of the buidlings holds no attraction for players in general.