By the end of the weekend I should have those tags reworked entirely so that units and promotions both may be utilized. There's a number of small things I'm reworking there so you can see the difference and I'll explain why on each decision. But despite this, you've made the job much easier, particularly from the AI side I presume (haven't looked at that yet but anything is better than nothing and I don't enjoy the AI side of tag building at all!) But also in the programming... its very helpful to know exactly where the tags need to 'plug in' and you did some good work there figuring out how to plug in as well.
I will fully explain the reasoning behind any changes I've made to the process you started there ok? Along the way in making my initial combat mod tags, a number of things were explained to me about how (and why) to improve on the 'usual' way of doing things that is seen throughout the tag loading in the dll as it is. It was a nightmare trying to figure out everything I was being told but now that I've sorted out that I can express the same to you by showing you.
Again... please don't be offended. You've definitely made this much easier!
So in the meantime, Hydro's post here is the start of formulating the full xml execution plan. One thing that has not been addressed, however, is any promotions for workers at all. Since you added xp for workers and we don't currently have any promos for them, could you identify the current promos they should be qualified for and work out the promotions you feel we should have added for them? (I know buttons are an issue and I could probably throw some art together for that fairly quickly.)