As mentioned elsewhere, I do not like the way failed missions work... a bit too depressing, and costly. I suggest that at least some of the time the missionary pops back out of the village as a failed, disillusioned, or discouraged christian unit. The unit would be almost useless at most tasks, but would be able to do some low key preaching in the church, and eventually become an expert at preaching. This would seem more historically accurate to me, since most missions probably did not end successful, nor end in martyrdom, they just ended with the missionary giving up and going back home. EDIT: (Removed some of my original ranting, which was unclear and have become irrelevant) Attached is the art that I had come up with, which I am not really that pleased with, and really would like to see something better if possible. EDIT: Concept (as suggested by RayStuttgart): EDIT: 7. There would NOT be an xml tag in Civ4UnitInfos that gives the player the ability to adjust to personal preference, it would be in GlobalDefinesAlt, in case he wants to give a ‘Normal Colonist Missionary’ a chance to become a ‘Failed Missionary’ unit; however, in the default release this feature would only apply to the ‘Expert Missionary’ units. Added(As suggested by Devolution and mostly based on summary of RayStuttgart): 8. If a Mission (of Player A) is replaced by another Mission (of Player B), a Failed Missionary is also spawned for Player A. So we would have 2 (possible) cases for "Failed Missionaries" being spawned: An Expert Missionary fails to establish a Mission. <-- original concept A Mission is replaced (successfully) by another Mission. <-- new addition This would also apply to situations where Natives renounce missions <---newest logical addition 9. The "Failed Missionary" should not be spawned in a Player City. It should be spawned on the plot of the Native Village instead.