You don't need to flame, alright? My point was that you were very ambiguous about what you wanted. Also, about combining threads, I suggested it because you might get more help if it's been around for a while, as people here are more willing to view a thread that's been around for a while. I'll help you this time, but if you don't clean up, you won't be getting anymore. I'm doing this because I think that you should be given a second chance, and I'm willing to take a fresh view on all future posts of yours.
So, starting off, there's going to be several files to look at. First off, go to assets/xml/audio/audiodefines.xml. Order might be important, so since you're replacing the English, I'd search around for SND_ENGLAND_SELECT and SND_ENGLAND_ORDER. To make your job easier, keep them the same. If you don't, you'll also have to mess around with assets/xml/audio/audio2Dscrips.xml and assets/xml/audio/audio3dscripts.xml. These two are what gives you the tag that is used in assets/xml/civilizations/civ4civilizationsinfo.xml. Here's what it will look like:
<SoundData>
<SoundID>SND_ENGLAND_SELECT</SoundID>
<Filename>Sounds/Units/EnglandSelect</Filename>
<LoadType>DYNAMIC_RES</LoadType>
<bIsCompressed>1</bIsCompressed>
<bInGeneric>1</bInGeneric>
</SoundData>
Anyways, when creating your sound, it doesn't matter if the extension is wav or mp3. Also, if you have multiples, you can name them like so: soundname-001.wav, soundname-002.mp3, and so on, where you replace soundname with whatever you put in place of EnglandSelect or EnglandOrder. This will apply to all units that the Scotish will build. Now, as for making sounds for units, this is a little tricky, as after you define the sound, it seems to go nowhere. Trust me on this, I've looked through all the XML files for this, but it never seems to happen. While for civilizations, it will link up, I've never seen where units and sounds are combined. A few of them are found in assets/xml/art/civ4artdefines_unit.xml, but not all of them. Here's an example:
<UnitArtInfo>
<Type>ART_DEF_UNIT_ENGLISH_REDCOAT</Type>
<fScale>0.44</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<NIF>Art/Units/Unique/England/Redcoat/RedCoat.nif</NIF>
<KFM>Art/Units/Unique/England/Redcoat/RedCoat.kfm</KFM>
<SHADERNIF>Art/Units/Unique/England/Redcoat/RedCoat_FX.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.05</fRangedDeathTime>
<bActAsRanged>1</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIQUE_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>
Notice the bolded selection and that you can do run sounds here. This doesn't make sense to me, as this should only have art in it and not audio definitions. I'd expect to find them in assets/xml/units/civ4unitinfos.xml, but they're not there. So, I'll look into this a little more, and if I find out more, I'll edit this and paste it in.
So, follow things like for the Scottish general sounds, but look for SND_REDCOAT_FIDGT_VOX and SND_BUILD_ENGLISH_REDCOAT instead. Change their target locations like you did before. Then, you've got unit sounds filled in the best that I know how at the moment.
EDIT: I looked around at assets/xml/art/civ4artdefinesschema.xml to see what tags can be used, and, apparently, assets/xml/artciv4artdefines_unit.xml IS where you likn them. According to this file, you can use these tags to define sounds: "SelectionSound", "ActionSound", "TrainSound", "PatrolSound", and "AudioRunSounds". These names are tags, so you can technically do this:
<UnitArtInfo>
<Type>ART_DEF_UNIT_ENGLISH_REDCOAT</Type>
<fScale>0.44</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<NIF>Art/Units/Unique/England/Redcoat/RedCoat.nif</NIF>
<KFM>Art/Units/Unique/England/Redcoat/RedCoat.kfm</KFM>
<SHADERNIF>Art/Units/Unique/England/Redcoat/RedCoat_FX.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.05</fRangedDeathTime>
<bActAsRanged>1</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIQUE_UNIT</TrainSound>
<SelectionSound/>
<ActionSound/>
<PatrolSound/>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>
However, fidgets aren't defined, so that's still a mystery.