AoE2:DE reference data extraction — README
Extracted directly from the game's own empires2_x2_p1.dat (Genie engine
format) via a custom C++ tool built against the official Tapsa/genieutils. Two
snapshots exist:
may2026/VER 8.8, 59 civs, 1510 techs, 1409 effects.kotd4/— matched to the KOTD4 tournament dataset,VER 7.4, 39 civs, 851 techs, 851 effects.
The contents of these files are released under the Mi
Each snapshot's display strings (display_name, description, etc.) are
resolved against that same install's key-value-strings-utf8.txt,
Files
aoe2_civs.json— one entry per civilization.aoe2_techs.json— one entry per tech (includes hidden/auto-research techs used internally for civ bonuses and tech-tree gating — seeis_civ_bonus).aoe2_units.json— one entry per skirmish-relevant unit: filtered to unit ids that appear in the game's own tech-tree UI (TechTree .UnitConnections/BuildingConnections). This excludes scenario-editor entities — corpse variants (_Dsuffix), duplicate age-specific building meshes (Shipyard2/3/4,Port 2/3/4), decorative props, and unused duplicate entries — that share id ranges with real units but were never wired into the tech tree. So this excludes gold mines, trees, rocks, and other gaia props, as well as the "dummy" units.aoe2_effects.json— every effect group (id + name + raw command list), for looking up aneffect_idreferenced from anywhere else in these files.
IDs (civ id, tech id, unit id) match the raw .dat values and were
cross-checked against the SAGE/KOTD4 per-match parquet export pipeline's own
id space — they align.
Text fields
internal_name— old internal codename (e.g."British"), not the in-game display name.display_name— resolved in-game name. For civs this isn't stored in the dat file at all; it's a hardcoded engine convention (string id = 10270 + civ id).- Units:
creation_text(train-button label),help_text, anddescription— the official train-button tooltip ("Strong vs. X, Weak vs. Y" blurb) which lives at an string offset (21000). - Techs:
description,help_text,tech_tree_text(tech-tree panel text). - Civs:
overview_text— the civ-selection-screen blurb (bonuses, unique unit/techs, team bonus), resolved from another undocumented convention (string id = 120149 + civ id).team_bonus_textis the "Team Bonus:" section parsed out of that same blurb.
Effect commands (type/a/b/c/d)
Every place an effect's command list appears, each command has been
enriched in place with type_name and meaning (a decoded, human-readable
one-liner) using the field semantics from Tapsa/AGE (the actual AoE2
modding editor's source — the tool players use to hand-edit these exact
values, so it's authoritative, not inferred).
The type number encodes both a base operation and a scope:
type = base + scope_offset, where scope_offset is 0 (self), 10
(team), 20 (enemy), 30 (neutral), or 40 (gaia), and base is one of:
0 set attribute, 1 set/change resource, 2 enable/disable unit,
3 upgrade unit, 4 change attribute (+/-), 5 multiply attribute,
6 multiply resource, 7 spawn unit, 8 modify tech, 9 set civ name.
Types 101/102/103 (tech cost/disable/research-time modifiers) don't
get scope variants.
Known gap: the a/b/c/d → class-name lookup for attack/armor
bonuses (class N in meaning) is only populated through class id 61; AoE2
DE has since added more unit classes for newer content, so some decoded
lines show a wrong or generic class name (e.g. "vs Tree" where the real
target is a newer class not in the table) or fall back to unit N for a
few unresolved ids in some team bonuses. Treat meaning as a best-effort
gloss, not a certified translation — the raw type/a/b/c/d values
are always present alongside it if you need to re-derive.
Civ access / tech-tree fields
civs_with_access/civs_disabled(on units) anddisabled_techs(on civs) /disabled_for_civs(on techs) are two ends of the same data, built from two independent sources:- civ-restricted bonus techs (
Tech.Civ >= 0) and their effects, and - each civ's own dedicated "Tech Tree" effect
(
Civ.TechTreeID→Effects), which is not reachable through anyTechrow at all — it's a direct field on the civ record. This is where mosttype=102"Disable Tech" commands live (e.g. Britons' tech-tree effect disablesBombard Tower,Stone Shaft Mining, etc. — 51 techs in the current snapshot). An earlier version of this extraction missed source (2) entirely, which is also whycivs_with_access/unique_to_civcame back empty far more often than they should have.
- civ-restricted bonus techs (
- An empty
civs_with_accesslist does NOT mean "no civ has this unit." Most units have no explicit per-civ restriction at all and are available to every civ by default (e.g. Archer, Militia-line) — for those, empty is correct and expected. The list is only populated when a specific civ-only unlock command was found; treat it as "explicitly restricted to these civs," not as the full roster. unique_to_civis derived fromcivs_with_accesshaving exactly one entry — same caveat applies (a unit with no restriction at all is neither "unique" nor generically "shared," it's simply unrestricted).
These choices a reflection of the game's internal logic, not a design decision` of this extraction tool.
Team bonus (fixed)
team_bonus.effect_id (Civ.TeamBonusID) is a direct index into
Effects, not a tech id. An earlier version of this tool wrongly treated
it as a tech id and looked up Techs[TeamBonusID].EffectID, which for
Britons (TeamBonusID=399) silently landed on an unrelated tech and
decoded as something nonsensical (Vikings' unique unit). This is now fixed
and cross-checked against team_bonus_text (the string-based version) —
they agree for all civs in both snapshots.
repeatable on techs
repeatable=true does not mean "can be researched
multiple times in a normal game" — the great majority of techs in the dat
(1154 of 1510 in the current snapshot, including ordinary one-shot techs
like Loom and Crop Rotation) carry this flag. It only takes effect under
specific game/lobby settings that permit re-research; in a standard game
almost everything behaves as single-research regardless of this flag.
Don't treat it as a reliable "can be researched N times" signal on its own.
AI Use
This document was generated using AI, then manually reviewed and edited for accuracy. The AI was used to summarize the contents of the files and provide explanations for AI was also used to extract the information from the game's data files and organize it into a readable format, following the author's direction.