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I'm not sure about the exponential thing; look around in the GlobalDefines table of the database, there should be a tag that controls the cost modifier. You would most likely want to set the tag to 0, but experiment with it to see what works; Civ5 is weird and not very intuitive with these sorts of things.
I still mod occasionally, but over the last two years real life has been a crazy rollercoaster so I haven't had a ton of time.
Cheers
I've even made two personal mods of my own - "Easier Promotions" (sets the initial promotion cost to 3) and the slightly silly "Easiest Promotions" (sets it to 1 - a single melee attack will get you the first two promotions, and IIRC even just building a Barracks is enough to get March/Logistics..!).
I was wondering if you knew how to set the exponential factor, though - what I'd really like is to have units that promote at the normal rate at first, but don't require silly amounts of experience at higher levels. Even with Easy Promotions, it takes a very long time to upgrade your archers with Range and Logistics.
I guess you're probably not working on modding Civ anymore, but I'd really like to know how to set the rate so that e.g. it caps at 30 XP between promotions, or so.
I gonna try this mod, since with Promotions mod the +100% xp with Shaka + honor i was leveling up like crazy.
Actually, here's a compromise - bombers cannot hit empty hexes "intentionally", but they can get a promotion that damages random amounts of hexes adjacent to the target hex. So say they have Blast Radius I (you come up with a better name). Then if it bombs a city, it will also pillage one improvement adjacent to the city... and with Blast Radius II, it pillages two, and so on.
Ah, musings...
Actually though, you know what you made me imagine? A mod where if any units fight on a tile with an improvement, the improvement is pillaged. For extra realism, roads could avoid being pillaged or this could only kick in after the Renaissance era (when gunpowder comes into play).