I have run into a problem with iMissionariesNotCosumed. The problem is that the setup makes no sense to me. Column 1 Column 2 Value Effect <0 Missionary reappears at the start of next turn 0 missionary dies >0 missionary reappears after X turns where X is the setting This mean if the setting is 5, adding -1 makes it reappear in just 4 turns, which is a good thing. If the setting is 1 and you gain -1, then instead of reappearing next turn, the unit will die, which is a horrible improvement. This will need a redesign. I'm thinking of say that the unit will reappear in 10 turns (perhaps a value in globalDefineALT). CivEffects can then add modifiers to the time. If the combined modifier is 0 or more, the unit dies. If it is less than 0, then the 10 turns are modified into the actual timer meaning -90% will make it reappear next turn. -50% will make it reappear in 5 turns. Alternatively the setting is split into two settings, one for time modifiers and one for allow. About the time itself, I would like to make 50% of the time fixed and the other half a random number, meaning rather than taking 10 turns, it would take 5-10 turns. Also adding modifiers for stuff like game speed and perhaps AI difficulty would make sense as well. Is this a change we can agree on or am I missing something?