Hi, thanks for your answer, too :) Your solution won't do it, because of reasons I explained in the answer to Georg Brandl.
> BTW, care to tell us what the connections mean? Applications of > connected instances of the one class are of course very common, but 50 > classes connected in a cyclic fashion is rather new to me ... Okay, I didn't want to do this, because some of you would think I'm crazy, but what the heck :D I'm programming a browsergame which is split in multiple parts. There is a core which is running all the time and a cgi client connecting to it. The core maintains all classes and keeps the game running, while the client only requests data from it. The core of course needs to hold all the definitions for the game (e.g. units, buildings, resources, research) - these are written as classes. class EMCenter(Building, Researcher, Constructor, OnLand): maxhitpoints = 1000 researchspeed = 70 constructspeed = 50 research_costs = [SmallEM, Weapons, Shields] resource_costs = [Iron: 500, Granite: 300, Silicon: 150] possible_research = [MediumEM, EMWeapons, EmShockwave] possible_constructs = [Razor, Lancer, Stinger] # these are all units Now when a certain unit should be built, it must be checked if the requirements are matched. => check research_costs and resource_costs After building it, an instance of the class will be created. The new object can itself build (=> Constructor) and research (=> Researcher) the items provided in possible_constructs and possible_research. The problem occured when i wanted to define a unit that can construct a building which itself is able to construct that unit. Absolutely overkill for a browsergame, I know, but I like the concept =) Manuel -- http://mail.python.org/mailman/listinfo/python-list