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Sorry to double-post but I hit the character limit.
Either the workbots need the embarkation promotion or the machinists need to not be rendered obsolete by the workbots. Personally I'd go with the latter since the workbots are already pretty obstructive thanks to their classification as combat units (meaning they can't move through and improved occupied tiles like a worker needs to be capable of).
Which is ridiculous because the workbots are useless anyway, the next step down, the Machinist, already builds every tile improvement in one turn. The workbots are expensive, redundant, and broken. And that really sucks because if it weren't for that I would love this mod dearly.
In the builder.xml file, for instance, there was a section that looked like this:
<Row>
<UnitType>UNIT_BUILDER</UnitType>
<BuildType>BUILD_CHATEAU</BuildType>
</Row>
From there it was just a matter of copying and pasting those four lines and then changing the BUILD_CHATEAU to BUILD_CHAMPA_MOD_WELL. Et voila, c'est magnifique. Do the same with the other two files and you're set, at least for this specific improvement.
I saw your last post about using SQL to streamline the process, and that does seem like a more elegant solution. I'll take a look one of these days at the conversation you referenced and see what I can make of it. Thanks for the suggestion!
Using the Champa mod, I poked around in the directories and files of the mod and eventually found a file in the xml/terrain subdirectory called "champa improvements mod.xml" and it had, in the subsection <BUILDS>, a line that said:
<Type>BUILD_CHAMPA_MOD_WELL</Type>
This kinda looked like what I needed, as it resembled what Cosar has in the files of his mod. So I went to the Evolving Workers mod directory, and there are three files there that looked like they needed to be modified: builder.xml, constructor.xml and workbot.xml.