I don't like how hunting instruction just gives out a free promotion, basically obsoleting a choice at level up.
If a building should give a promotion it should be a unique promotion that only the building can provide like Tattoo or poison tips; unless it's a wonder or a limited building, like the shaman/druidic high tier buildings (the one that gives woodsman/guerilla).
I propose hunting instruction gets this instead:
Another example would be aggressive trait that both give a unique promotion (think it's called "Aggressive") as well as "Combat I". This one is actually more justified as traits are supposed to have a larger impact than 1 cheap building.
If a building should give a promotion it should be a unique promotion that only the building can provide like Tattoo or poison tips; unless it's a wonder or a limited building, like the shaman/druidic high tier buildings (the one that gives woodsman/guerilla).
I propose hunting instruction gets this instead:
Spoiler :
Code:
<!-- Unit effects -->
<UnitCombatFreeExperiences>
<UnitCombatFreeExperience>
<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
<iExperience>1</iExperience>
</UnitCombatFreeExperience>
<UnitCombatFreeExperience>
<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
<iExperience>1</iExperience>
</UnitCombatFreeExperience>
<UnitCombatFreeExperience>
<UnitCombatType>UNITCOMBAT_THROWING</UnitCombatType>
<iExperience>1</iExperience>
</UnitCombatFreeExperience>
<UnitCombatFreeExperience>
<UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
<iExperience>2</iExperience>
</UnitCombatFreeExperience>
<UnitCombatFreeExperience>
<UnitCombatType>UNITCOMBAT_HUNTER</UnitCombatType>
<iExperience>4</iExperience>
</UnitCombatFreeExperience>
</UnitCombatFreeExperiences>