It's not part of the xml. The healing is done in CvUnit::promote (in the dll). It heals 50% of the current damage.I'm really intrigued by this idea, I think I'll mod it in and see how things go. Do you know off-hand where the healing value is defined?
changeDamage(-(getDamage() / 2));
By the way, the second part of your quote of me was actually something Lenowill said, but which I had mistakenly left in my post. I guess I was intending to quote it so that I could respond, but forgot. I've edited my post to delete that part so that it doesn't look like I actually said it.
Thanks.You may want to change your first post! It seems the mod was last updated a year ago, due to a typo. 2011.

My guess was right. I'm fixing it now. -- I'm also going to tighten to rules on the "leave old improvement" option. Originally it actually allowed automated workers to replace old improvements if the new improvement will connect a resource; I'd already tightened the rule to say that it wouldn't replace improvements which already connect a resource (which is what caused the bug we're discussing... part of the AI thinks it is ok to build a plantation to replace the fort, but the game rules say it is not allowed).. I'm now going to tighten to rules future to disallow any improvement replacements, even if it will connect a resource. In my view, "leave old improvements" should protect towns that happen to be built on oil, or uranium or whatever.My guess is that it has something to do with "automated workers leave existing improvements", or whatever that option is called. I reckon they want to replace the fort with a plantation, but when they get their they decide they actually aren't allowed to...