Some time ago we had two new players come into our fellowship. They were small cities and they determined that they were not going to build anything but T3. They both had dust and posted page after page of T3 - T1 trades. Others followed and on one particular day there was nothing more than 3 trades that were not T3-T1 out of perhaps 8 pages. A new rule was enacted eliminating those trades and it's in our fellowship rules. One of the culprits in this problem is an antique belief in a certain number of T1, T2, and T3 that HAS to be built. You need to build what you require to succeed in THAT chapter, taking into consideration the set buildings and event buildings by each person. If you have no large demand for T3 then you have no reason to have more than one of them maxed, whether it's an antique rule or not. If you can build T3 then you can certainly build T2. If you need more T2 then throw the old rule book out the window and make more T2. The manufactories are not permanent buildings, you can build them when you need them and tear them down when you need something else. The rules about how many to make of each may well have been made up long before set buildings and event buildings came out, I see no reason to follow those rules now. Building too many T3, then expecting the fellowship members to unload their vaults for a paltry sum of it is not fair to the fellowship when all that member has to do is tear down some T3 and build more of what they do need. And we also need a checkbox to not even see the cross tier trades if we so choose.