Missionary Fail-Gold

traius

His own worst enemy
Joined
May 27, 2012
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I hadn't seen this anywhere on the forums, so I thought I 'd post it here. I apparently had a city with a buddhist missionary partly built somewhere, and received fail-gold when I popped 3 into existence.
 
I hadn't seen this anywhere on the forums, so I thought I 'd post it here. I apparently had a city with a buddhist missionary partly built somewhere, and received fail-gold when I popped 3 into existence.
I've never heard of that, but it sounds potentially useful.

Does anything give a bonus to building Missionaries? Heroic Epic? Police State?
 
religious map settings ? downloaded map ? screenshot at least ?
 
really the use for this is limited, since building wealth is easier to manage anyways. Fail-gold is really only useful pre-Currency (when you can sink tons of hammers into big shiny wonders (when you have nothing more important to build, that is) and have them all magically turn into gold when someone else builds it instead. Then you can up the research slider for awhile or continue on a war march that otherwise would've broke your treasury.

I mean, I guess if you have enough cities and nothing better to build just after switching to Organized Religion, maybe you could fail-build enough missionaries to net some cash, but I imagine you'd have better things to build around then anyways, and nothing to do with the missionaries that have to be completed in order for the others to fail.
 
Actually, wonder failgold is awesome because it can more than double the rate of wealth building compared to the normal method, via the 100% production bonus for wonders with the appropraite resource.

Off the top of my head nothing gives you a bonus to missionary building on top of what you get for normal wealth building anyway, so this isnt really exploitable.
 
I don't see how this could happen, unless it is an event. The game counts missionaries in training (being "built") right along with the ones that are finished and useable. Once you have a total of three, even if they are all deep in queues, it won't let you build anymore of that religion until you cancel one, give one away, or use one to spread the religion.
 
I don't see how this could happen, unless it is an event. The game counts missionaries in training (being "built") right along with the ones that are finished and useable. Once you have a total of three, even if they are all deep in queues, it won't let you build anymore of that religion until you cancel one, give one away, or use one to spread the religion.

Does it count half-built missionaries that have been eliminated from build queues?
 
Does it count half-built missionaries that have been eliminated from build queues?

Good question.. I guess its "free slot" already (could be same as building national wonder in some 3 cities, than finishing in 4th and getting fail gold from all other cities)
 
To answer all questions:
Civ4BTS 3.19
Yes, I removed it entirely from the queue, and then completely forgot about it (if I'd have remembered it would have been finished, not convrted to gold). Yes, you need to have 3 in existence, so you have to completely finish 3. And no, nothing adds to missionaries build rate except the things that also increase wealth (forge, factory, power plant, IW, Bureaucracy bonus). As such, I have come to realize it is interesting but useless. :( Wanted to contribute to Civ knowledge.
 
Good question.. I guess its "free slot" already (could be same as building national wonder in some 3 cities, than finishing in 4th and getting fail gold from all other cities)

This.

Yes, you nailed the exact mechanics. If you were still able to get back your missionaries in queue, that would ensue an exploit to bypass the limit of missionaries per player.

If you want infinite missionaries, you can do a simple XML change:


Go for your BTS folder and then Assets folder. You see XML folder then.
Then go for units folder and edit CIV4UnitClassInfos.xml.

Each unit has 4 types of limitations on how many can be built.

Here is an example:

Code:
<Type>UNITCLASS_JEWISH_MISSIONARY</Type>
			<Description>TXT_KEY_UNIT_SOMERELIGION_MISSIONARY</Description>
			<iMaxGlobalInstances>-1</iMaxGlobalInstances>
			<iMaxTeamInstances>-1</iMaxTeamInstances>
			<iMaxPlayerInstances>3</iMaxPlayerInstances>
			<iInstanceCostModifier>0</iInstanceCostModifier>
			<DefaultUnit>UNIT_SOMERELIGION_MISSIONARY</DefaultUnit>

Change <iMaxPlayerInstances>3</iMaxPlayerInstances>
to <iMaxPlayerInstances>-1</iMaxPlayerInstances>
and that would allow infinite number of missionaries.

Thread killed.
 
I know it's an old thread, but I have to disagree on the "useless" thingy for this type of failgold. Getting gold due to building an "overflow missionary" can be very useful in setting the science slider 10% higher for 1 turn "for free", plus, considering that this not only applies to missionaries, but corporation executives as well, it goes without saying that it helps a lot getting between 100 to 500 gold from the "executive failgold" to fund the next corporation expansion, as the gold comes without any negative modification of the science slider, the executive gets built despite the failgold (if it's just 1) and the hammer overflow in the city that built the "failed executive" is unchanged (allowing to switch back to producing executives the same turn, assuming the said executive is consumed in expanding the corporation that turn).

So yes, to a point, you are still able to get back the missionary / executive back in the queue, because if you build those units in multiple cities, the failgold happens before actually producing the last "legal" (according to the rules of the game) missionary / executive, because the game counts the missionaries / executives that are being produced, not the ones that are already built (so if you produce the missionaries in 3 cities, or the executives in 5 cities, you can get the failgold even at the 2nd missionary / executive, even though the rest of them weren't yet actually built, just being present in the queues).

Yes, you need to have 3 in existence, so you have to completely finish 3.

False. You need to have 3 in the queues already, irrespective if they are already built or not - at least for my case (BTS 3.19 modded with K-Mod 1.44b). The failgold happens once the (no. of missionaries in the queues + the missionaries in existence > the "legal" no. of missionaries). For example, in my case now, I have 4 Mining Inc. executives instances (each with the '*' sign, aka 'to be built indefinitely') in the queues of 4 cities, one instance per city. The failgold happens next turn at my 2nd executive built, even though I effectively built just 2 of those 4, as the other 2 are lower in the queues (so they don't get built all at the same time / turn). Why? Because the 4 in the queues + the 2 in existence > 5 (the "legal" no. of executives to be produced in one turn in the game).

I don't know if I was clear enough, or if someone reads this, considering it's an old thread, but that's just my experience with this. I don't think it's the "fault" of K-Mod, this probably happens in pure BTS as well (didn't tested though). I can provide the save for "proof", if needed.
 
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