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# 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 — see `is_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 (`_D` suffix), 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 an `effect_id` referenced 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`, and
`description` — 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_text` is 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) and `disabled_techs` (on
civs) / `disabled_for_civs` (on techs) are two ends of the same data,
built from **two independent sources**:
1. civ-restricted bonus techs (`Tech.Civ >= 0`) and their effects, and
2. each civ's own dedicated "Tech Tree" effect
(`Civ.TechTreeID` → `Effects`), which is **not** reachable through any
`Tech` row at all — it's a direct field on the civ record. This is
where most `type=102` "Disable Tech" commands live (e.g. Britons'
tech-tree effect disables `Bombard Tower`, `Stone Shaft Mining`, etc.
— 51 techs in the current snapshot). An earlier version of this
extraction missed source (2) entirely, which is also why
`civs_with_access`/`unique_to_civ` came back empty far more often than
they should have.
- **An empty `civs_with_access` list 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_civ` is derived from `civs_with_access` having 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.