It does and it may have coding to get it to, at times, select that promotion. I almost always set something up to make it possible whenever designing a new promotion tag though I'm not sure what I did with this tag in particular. The strength of weight it's given for selection can be somewhat apparent when you watch what they do with their units. The current local need for that tag's effect might actually be a factor in whether they would select such a promotion - though units are rarely trained where they are needed. Still, in the case of say a LE unit, for example, that happens to be promoting while in a city that's in danger of cultural revolt, they might be compelled to select a promotion that helps them prevent such revolt. Unfortunately, there aren't a lot of ways entertainer units can promote just because they were passively doing their job somewhere and that passive low grade xp income for more unit types is also a project in the works. However, it would need special coding in the AI to think to use the units for that purpose - aka, make some for this purpose and send them to where they need to be so that they can actively take part in keeping a revolt from happening. The unit AI plans I have coming together do include them actively having a unitAI type that is meant to address civil unrest issues. Such units would be created for that purpose, specialize their promotions for that purpose, and go where they are most needed to fulfill that purpose. Another thing the AI Entertainers might be doing is going around to try to fill out the buildings they can create in various towns. If they aren't seriously needed anymore for education control, they may start looking for fulfilling this aspect of what they can do - though it could be a fix that would've caused that because I don't recall it ever seeming to work previously but it's possible someone corrected something about that routine and this is what we see as a result.