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I actually have had a very good look and I couldn't find any obvious way of allowing Explorers to recieve XP.
As a workaround I'm planning to probably create a new unit mod which looks like the explorer but behaves more like a normal combat unit. This should be possible, if I'm not wrong.
What do you prefer, a packaged mod or a tutorial on how to do it yourself?
Problem is, commenting out this line may have some other adverse effects. Testing a game now ... but it might cause really subtle AI flaws or something, stuff that'll be hard to test.
UPDATE:
Ah.. one really big issue with this is it stops you from using explorer modules or seeing that you have any.. *sigh* back to the drawing board. If I can find what reads this XML and change that then I might have a better solution but I don't know if modders can easily access that stuff. I'll have a look, anyway.
testing again lol
On a side note, as far as I can tell there are no affinity specific versions of explorers. They, along with workers, colonists, and trade units, never upgrade or change through the course of the game. (other than a few things giving them an extra expedition or three). Which is unfortunate.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=348714860&tscn=1422276477
OR
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=338534541&searchtext=explorer
They're easy to edit and customise to your liking.
To allow the explorer to level up (and this took me ages to figure out btw) you just have to open the ... i think it was called something like globalvars xml
and comment out a line that was something like
explorer_unit = unit_explorer
I think that should be enough for you to go on, if like me, you were looking for a specific line in the unit documents which added the XP gaining trait, that doesn't exist. Instead this line seems to specifically deny XP from the explorer. I couldn't find any other negative effects but I suspect it might affect how the AI employs explorers. In any case they seem to build them and send them out just fine.
I'm not playing this any more that's about all I can help with.
So for my personal mod I made explorers start weak but evolve to the point where they have a satisfying amount of tactical options. Then, I deleted all my cities and teamed up with an AI Faction that handled all the boring building b.s.
Way more fun.
1 - you can't restock exploration modules in friendly cities.
2 - The Team AI often signs unfavorable peace treaties the moment you go on the offensive.