Ramstormp
Warlord
- Joined
- Jan 13, 2020
- Messages
- 211
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):
It should work under these conditions though:
1. The "Failed Missionary" should only happen for Expert Missionaries.
(Normal Colonist in Profession should still simply be lost when failing to establish a Mission.)
2. The chance of loosing[sic(on behalf of the dead-in-the-water keeping opposition)] the Missionary still exists
(Missioning Failure: ~ 50% Loosing[sic] Missionary, ~50% Getting Failed Missionary.)
3. The Failed Missionary should be pretty much useless for everything except Producing Crosess (still being worse than Expert Preacher)
(Failing Missioning should never give some kind of "reward".)
4. For real flavour the "Failed Missionary" should be integrated seemlessly into the mod - not a "badly intgrated useless Unit"
- Allowing it to use Learning by Doing so it can become an Expert in a Profession (e.g. Preacher) again
- Not allowed to use Missionary Profession again
- Not allowed to use a Combat Profession
- Having a good looking Unit with reasonable animations
- Writing proper Colopedia entry (or adapting existing ones)
- Potentially writing one or two small Python Events for it
...
5. AI should of course use it as well
(but that should be no problem and not need special programming)
6. Otherwise we do not make this more complicated and hard to explain
(e.g. not making "failing missions" even more powerful by giving bonus immigration point)
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
It should be spawned on the plot of the Native Village instead.
Attachments
Last edited: