The Genie Editor is a program designed to edit the game files of games that use the Genie Engine. The initial version is not capable of editing Age of Empires files, but the Advanced Genie Editor can now edit both Age of Empires II and Age of Empires files, along with all expansions.
Things such as a unit's ID in the language.dll file, its graphics, sounds, actual and displayed unit statistics, and more can be modified with the Editor.
Advanced Genie Editor[]
The Advanced Genie Editor (AdvancedGenieEditor3) is a program for editing data of genie (DAT and DLL) files. It can edit properties of units, civilizations, technologies, graphics, terrains, sounds, player colors, and some other things.
The latest version of the Advanced Genie Editor can be downloaded here or is found in the game files of Age of Empires II: Definitive Edition.
Most of the lists below are based on Age of Empires II: Definitive Edition, and can sometimes be used for Age of Empires: Definitive Edition and Return of Rome as well.
Accessing game files[]
Selecting the game upon opening the program will fill in the default values. However, they are described here as well:
- Compressed data set (*.dat)
- Language file
- Language x1 file: Modded language file. Using it is optional.
- DRS files: Graphic files. Useful only when viewing graphics.
- Palette configuration
- Player color palette
- Drive letter (default C): The drive in which the game is installed. Changing the drive letter and selecting the game again will fill in the changed drive letter.
- Language (default en): The language of game files. Procedure to change it is same as changing the drive letter.
Return of Rome[]
There is no default game options for Return of Rome. All values have to filled in manually. In essence, \AoE2DE
has to be changed to \AoE2DE\modes\Pompeii
in all locations except palettes. Precisely, these are the locations:
- Compressed data set: C:\Program Files (x86)\Steam\steamapps\common\AoE2DE\modes\Pompeii\resources\_common\dat\empires2_x2_p1.dat
- Language file: C:\Program Files (x86)\Steam\steamapps\common\AoE2DE\modes\Pompeii\resources\en\strings\key-value\key-value-strings-utf8.txt
- Language x1 file: C:\Program Files (x86)\Steam\steamapps\common\AoE2DE\modes\Pompeii\resources\en\strings\key-value\key-value-modded-strings-utf8.txt
- DRS files: C:\Program Files (x86)\Steam\steamapps\common\AoE2DE\modes\Pompeii\resources\_common\drs
Commands[]
- 0 - Attribute Modifier (Set)^
- 1 - Resource Modifier (Set/+/-)$
- Can be used in conjugation with multiplication of any resource (use numbers < 0 to disable multiplication)
- 2 - Enable/Disable unit
- 0 to disable
- Anything else to enable
- 3 - Upgrade unit
- -1 to upgrade all units
- Anything else to upgrade units already present on the map (example - Flemish Revolution)
- 4 - Attribute Modifier (+/-)^
- 5 - Attribute Modifier (Multiply)^
- 6 - Resource Modifier (Multiply)
- 7 - Spawn Unit
- If Resource 234 is not used, all available buildings are allowed to spawn
- If Resource 234 is used, only the first Resource 234 buildings among the available buildings are allowed to spawn
- 8 - Modify Technology
- 9 - Set Player Civilization Name
- Data and Action fields are useless
- Lang ID reads the new civilization name from game language files
- 10 to 19 - have the same effects as 0 to 9 respectively, affecting the entire team (player and allies)
- 20 to 29 - have the have the same effects as 0 to 9 respectively, affecting all enemies
- 30 to 39 - have the have the same effects as 0 to 9 respectively, affecting all neutral players
- 40 to 48 - have the have the same effects as 0 to 8 respectively, affecting Gaia
- 101 - Technology Cost Modifier (Set/+/-)$
- 102 - Disable Technology
- 103 - Technology Time Modifier (Set/+/-)$
$ = 0 to set, anything else to add/subtract ^ = If any non-negative number is input in class field, the effect applies to the given class, and not the unit
Technology[]
- 0 - Set Food Cost
- 1 - Set Wood Cost
- 2 - Set Stone Cost
- 3 - Set Gold Cost
- 4 - Set Research Building
- 5 - Set Research Button
- 6 - Set Icon
- 7 - Set Name (String ID)
- 8 - Set Description (String ID)
- 9 - Set Stacking (enable 256x stacking for specific tech)
- 10 - Set Stacking Research Cap (256 by default. Max = 65535)
- 11 - Set Hotkey
- 12 - Set State (0: Disabled, 1: Enabled)
- 16384 - Add Food Cost
- 16385 - Add Wood Cost
- 16386 - Add Stone Cost
- 16387 - Add Gold Cost
- Full tech tree mode - allows a technology to be available only in this mode
- 0 -
- 1 -
- 2 - Random map
- 3 - Deathmatch
- 4 - Empire Wars or Empire Wars Mode
- 5 - Wonder Race
- 6 - Defend the Wonder
- 7 - Sudden Death or Sudden Death Mode
- 8 - King of the Hill
- 9 - Capture the Relic
- 10 - Battle Royale
- 11 - Regicide
- 12 - Turbo Mode
- 13 - Scenario or Campaign game
- 14 - Regicide Mode
- 15 - Scenario Editor
- 16 - D3
- 17 - Solid Farms
- 18 - Shared Exploration
- 19 - Default Starting Resources
- 20 - Low Starting Resources
- 21 - Medium Starting Resources
- 22 - High Starting Resources
- 23 - Ultra-High Starting Resources
- 24 - Infinite Starting Resources
- 25 - Random Starting Resources
- : Technology is available in all modes except mode x
Resources[]
- 0 - Food Storage
- 1 - Wood Storage
- 2 - Stone Storage
- 3 - Gold Storage
- 4 - Population Headroom - population space left (negative for units and Feitorias, positive for buildings which give population)
- 5 - Conversion Range - unused
- 6 - Current Age [0 for Stone/Dark Age, 1 for Tool/Feudal Age, 2 for Bronze/Castle Age, 3 for Iron/Imperial Age]
- 7 - Relics Captured
- 8 - unused
- 9 - unused
- 12 - Corpse Decay Time - conventionally used to determine the number of seconds for which dead bodies and rubble will remain visible
- 27 - Enable Monk Conversion
- 28 - Enable Building Conversion
- 29 - Enable Siege Conversion
- 46 - Tribute Inefficiency - Resources lost while sending to other players
- 47 - Gold Mining Productivity
- 50 - Reveal Ally - 1 to enable Cartography behavior (seeing what allies can see)
- 67 - Can Convert - allows general conversion
- 78 - Market Exchange Inefficiency - 0.3 by default in Age of Empires II, and 0.5 in Return of Rome
- 86 - Research Time Modifier - Research time of technologies except Ages multiplied by this resource
- 87 - Convert Boats
- 183 - Reveal Enemy - 1 to enable Spies (seeing what enemies and neutral players can see)
This section needs expansion. You can help by adding to it. |
- 189 - Food Chopping Productivity - wood collected by villager for every wood depleted from trees
- 190 - Food-Gathering Productivity - food collected by villager for every food depleted from food source - specifically excludes Shepherds, Hunters and Fishermen
- 191 - Relic Gold Production Rate - gold generated per relic per minute
- 192 - Converted Units Die - 1 enables Heresy behavior (converted units die instead of converting)
- 193 - Theocracy - 1 enables Theocracy behavior (only 1 monk loses faith when a group of monks is converting)
- 194 - Crenellations - 1 enables Infantry to fire arrows from buildings like Villagers
- 195 - Construction Rate Modifier - 1.3 is used for Spanish bonus
- 196 - Hun Wonder Bonus - Wonder and Relic countdown increased for all by 0.1x the value - 1000 is used for Atheism
- 197 - Spies Discount - ?
- 198 - unused
- 199 - unused
- 200 - unused
- 201 - unused
- 202 - unused
- 203 - unused
- 204 - unused
- 205 - Feitoria Food Productivity - Feitorias produce 1.6x the food per second
- 206 - Feitoria Wood Productivity - Feitorias produce 0.7x the wood per second
- 207 - Feitoria Stone Productivity - Feitorias produce 0.3x the stone per second
- 208 - Feitoria Gold Productivity - Feitorias produce 1x the gold per second
- 209 - Reveal Enemy Town Center - 5 is used for Vietnamese bonus
- 210 - Relics Visible on Map - can be used to make an object class of Gaia visible, not necessarily relics
- -1 by default
- 42 for the Burmese team bonus because Relics belong to class 42
- Works only when used before start of the game, like dark age civilization bonuses, team bonuses or map scripts. Fails to work when used after start of the game, like using triggers, modifying it using a technology or a bonus needing some other technology to be researched first
- 211 - Add to the multiplier of damage when attacking from uphill -
- 212 - Add to the multiplier of damage when attacking from downhill -
- 213 - Raiding Productivity - Gold generated by Keshiks during combat for every 100 attacks - 50 by default, so generates 0.5 gold for every attack
- 214 - Mercenary Kipchak Count - the number of free Elite Kipchaks that can be trained
- 215 - Mercenary Kipchak Limit - unused
- 216 - Shepherd Productivity - food collected by villager for every food depleted from herdables
- 217 - Trigger Shared Visibility - ?
- 218 - Early Town Center Limit - number of Town Centers allowed to be built before they are made freely available in Castle Age
- 219 - Fishing Productivity - food collected by fishing ship for every food depleted from fishing source
- 220 - unused
- 221 - Monument Food Productivity - Monuments produce 0.8x the food per second
- 222 - Monument Wood Productivity - Monuments produce 0.8x the wood per second
- 223 - Monument Stone Productivity - Monuments produce 0.8x the stone per second
- 224 - Monument Gold Productivity - Monuments produce 0.8x the gold per second
- 225 - Relic Food Production Rate - food generated per relic per minute
- 226 - Villagers Killed by Gaia
- 227 - Villagers Killed by Animals
- 228 - Villagers Killed by AI Players
- 229 - Villagers Killed by Human Players
- 230 - Battle Royale Food Generation
- 231 - Battle Royale Wood Generation
- 232 - Battle Royale Stone Generation
- 233 - Battle Royale Gold Generation
- 234 - Spawn Cap at the moment (used in Conjugation with Spawn Command) - maximum number of available buildings allowed to spawn
- 235 - Flemish Militia Population - number of Flemish Militia obtained from Flemish Revolution - contributes to Spies
- 236 - Farming Gold Productivity - gold generated per farmer per 100 seconds
- 237 - Folwark Collect Amount - amount of resource withdrawn and directly deposited into resource bank from farms
- 238 - Folwark Collect Resource Type - the resource with which this happens
- -1 by default
- 0 (for Food) upon researching the Folwark technology
- 239 - Folwark Building ID - the building with which Folwark is linked
- -1 by default
- 68 (Dark Age Mill) upon researching the Folwark technology
- 240 - Units Converted
- 241 - Stone Mining Gold Productivity - gold generated per stone miner per 100 seconds
- 242 - Workshop Food Generation - (Special) Trade Workshops produce 2.25x the food per second - 1 by default
- 243 - Workshop Wood Generation - (Special) Trade Workshops produce 2.25x the wood per second - 1 by default
- 244 - Workshop Stone Generation - (Special) Trade Workshops produce 2.25x the stone per second - 0 by default
- 245 - Workshop Gold Generation - (Special) Trade Workshops produce 2.25x the gold per second - 1 by default
- 246 - Total Build Value Units
- 247 - Total Build Value Buildings
- 248 - Total Villagers Created
- 249 - Total Villagers Idle Periods
- 250 - Total Villagers Idle Seconds
- 251 - Trade Food Percent - Food generated by Trade Units per 100 Gold
- 252 - Trade Wood Percent - Wood generated by Trade Units per 100 Gold
- 253 - Trade Stone Percent - Stone generated by Trade Units per 100 Gold
- 254 - Livestock Food Productivity - Resource which allows garrisoned Herdable animals to produce food as - 15 for Gurjaras
- 255 - obsolete
- 256 - obsolete
- 257 - obsolete
- 258 - obsolete
- 259 - obsolete
- 260 - obsolete
- 261 - obsolete
- 262 - obsolete
- 263 - Starting Scout ID - unit which is generated as a scout on random maps
- 263 - Relic Wood Production Rate - wood generated per relic per minute
- 264 - Relic Stone Production Rate - stone generated per relic per minute
- 266 - Lumbering Gold Productivity - gold generated per lumberjack per 100 seconds
- 267 - Foraging Wood Productivity - wood generated per forager per 100 seconds
- 268 - Hunter Productivity - food collected by villager for every food depleted from hunt
- 269 - Technology Rewad Effect - gold rewarded for researching any technology - includes Age ups by default
- 300 is used for Spanish bonus
- 270 - Repair cost of siege weapons and ships - repairing them costs Resource270 times their build cost - 0.5 by default
- 271 - Repair cost of buildings - repairing them costs Resource271 times their build cost - 0.5 by default
- 272 - Add to the multiplier of resistance when receiving damage from uphill -
- 273 - Add to the multiplier of resistance when receiving damage from downhill -
- 279 - Allows civilization's military units (if given non-zero value) to convert if they have a conversion task - enables conversion button at slot 15 in UI
- 280 - Military units' bonus conversion range - Conversion of military units = Resource280 + work range of convert task - increased by 3 with Block Printing
- 281 - Military units' conversion success chance - Chance to convert with every chant - default is 25, same as that of a Monk
- 282 - Military units' faith recharge rate - Faith to perform conversion restored per second - default is 1.6, same as that of a Monk - increased by 1.4 with Illumination
- 283 - Spawn Stance at the moment - Units spawned will be garrisoned by default (if given non-zero value)
Store Mode[]
- 0 - Keep (decayable resource) - resource decays in Amount of Resource left / Resource Decay seconds
- 1 - Keep - enables instantly, stays after death
- 2 - Give and Take - enables instantly, resets on death
- 4 - enables upon completion, resets on death
- 8 - enables upon completion, stays after death
- 32 - used by Konnik to prevent population to go down between its respawn
Unit classes[]
- 0 - Archer - more accurately Foot Archer, excludes Hand Cannoneer and Janissary
- 1 - Artifact - Relic Cart and Monument
- 2 - Trade Boat - Trade Cog and Junk
- 3 - Building - All buildings except Towers, Walls, Gates and Monument
- 4 - Civilian - Villagers and all their variations
- 5 - Ocean Fish - more commonly known as deep sea fish
- 6 - Infantry - includes Hunting Wolf
- 7 - Berry Bush
- 8 - Stone Mine
- 9 - Prey Animal - basically passive huntable animals (Deer, Ibex, Ostrich, Zebra), and Wild Horse, Wild Camel and Wild Bactrian Camel
- 10 - Predator Animals - basically aggressive huntable animals (Wild Boar, Javelina, Elephant and Rhinoceros), and Wolf, Snow Leopard, Komodo Dragon, Tiger, Crocodile, Lion, Bear, and Jaguar
- 11 - Miscenalleous - mostly dead bodies, projectiles and birds
- 12 - Cavalry - excludes Scout Cavalry, includes Ballista Elephant and Armored Elephant lines
- 13 - Siege weapon - Rams, Mangonels, Organ Guns, Bombard Cannons, Siege Towers, and Flamethrowers
- 14 - Terrain - includes Statues, Stelae, Rubble and Visual Resources (like lumber and food carts)
- 15 - Tree
- 16 - Tree Stump
- 17 - Healer - unused
- 18 - Monk - includes Missionary, Priest, and healers (Chand Bardai and Jadwiga)
- 19 - Trade Cart - includes Donkeys
- 20 - Transport Boat
- 21 - Fishing Boat
- 22 - Warship - basically every ship except Fishing, Transport, Boarding, and Trade ships
- 23 - Conquistador - includes Arambai
- 24 - War Elephant - unused
- 25 - Hero - unused
- 26 - Elephant Archer - unused
- 27 - Wall - includes empty buildings
- 28 - Phalanx - unused
- 29 - Domestic Animal - unused
- 30 - Flag
- 31 - Deep Sea Fish - unused
- 32 - Gold Mine
- 33 - Shore Fish - includes Box Turtles
- 34 - Cliff
- 35 - Petard - includes Flaming Camel
- 36 - Cavalry Archer - all mounted archers except 23 - Conquistadors
- 37 - Doppelganger - unused
- 38 - Bird - contrary to name, this refers to the invisible object which keeps player alive even if player owns nothing
- 39 - Gate
- 40 - Salvage Pile - permanent Rubble of various sizes
- 41 - Resource Pile - Visually identical to regular Stone mine/Gold mine/Fallen tree/Forage bush, but it only has 1 resource
- 42 - Relic
- 43 - Monk with Relic
- 44 - Hand Cannoneer - includes Janissary
- 45 - Two-Handed Swordsman - unused
- 46 - Pikeman - unused
- 47 - Scout - only the Scout Cavalry, not even its upgrades
- 48 - Ore Mine - (removed feature)
- 49 - Farm - includes Fish Trap
- 50 - Spearman - unused
- 51 - Packed unit - Packed Trebuchets and Packed Town Center
- 52 - Tower - Watch Tower line, Donjons, Fire Tower, Bombard Tower, and Sea Tower
- 53 - Boarding Boat - Boats which can convert enemy boats at close range (removed feature)
- 54 - Unpacked Siege Unit - basically unpacked Trebuchets
- 55 - Ballista - Scorpions and Hussite Wagons
- 56 - Raider - foot units with 0 attack and 1000 armors (removed feature)
- 57 - Cavalry Raider - mounted units with 0 attack and 1000 armors (removed feature)
- 58 - Livestock - Herdable animals
- 59 - King - includes Queen and Merchant (neither have the ability to attack) and Carts (visually similar to Trade Carts, but cannot Trade)
- 60 - Miscenalleous Building (unused)
- 61 - Controllable Animal - controllable variations of Horse and Camel, which can be controlled and used to scout (cannot attack)
Unit type[]
- 10 - Eye Candy
- 15 - Trees (AoK) - unused
- 20 - Animated
- 25 - Doppelganger - unused
- 30 - Moving - Fish, Tree Stump and Dead bodies mainly
- 40 - Actor - unused
- 50 - Superclass - unused
- 60 - Projectile
- 70 - Combatant
- 80 - Buildings - also included Packed units and Bridges
- 90 - Tree (AoE) - unused
Attributes[]
- 0 - Hit points
- 1 - Line of Sight
- 2 - Garrison Capacity
- 3 - Unit Size X
- 4 - Unit Size Y
- 5 - Movement Speed [Speed in Unit Stats and search bar]
- 6 - Rotation Speed
- 7 - unused
- 8 - Armor (for more info, see Armor class)
- 9 - Attack (for more info, see Armor class)
- 10 - Attack Reload Time
- 11 - Accuracy Percent
- 12 - Maximum Range
- 13 - Work Rate
- 14 - Carry Capacity
- 15 - Base Armor (for more info, see Armor class)
- 16 - (Primary) Projectile Unit
- 17 - Icon/Graphics Angle
- 18 - Terrain Defense Bonus
- 4 - Buildings (-1 others)
- 19 - Enable Smart Projectile [Smart Mode in Unit stats and search bar]
- 1 - projectile can track moving target
- 2 - projectile does 100% damage to unintended target
- 20 - Minimum Range
- 21 - Amount of 1st Resource Storage
- 22 - Blast Width
- 23 - Search Radius
- 24 - Hidden Damage Resistance [Bonus Damage Resistance in Unit stats and search bar] (for more info, see Armor class)
- 25 - Icon
- 26 - Amount of 2nd Resource Storage
- 27 - Amount of 3rd Resource Storage
- 28 - Fog Visibility - unique effect, cannot be combined
- 0 - Not visible
- 1 - Always visible
- 2 - Visible if alive - unused
- 3 - Inverted Visibility - unused
- 4 - Check doppelganger - unused
- 29 - Occlusion Mode
- 0 - No outline
- 1 - Outline displayed through Occlusion
- 2 - Occludes others
- 4 - Outline displayed while constructing
- 8 - unknown - used by Gates and Forage/Fruit bushes
- 30 - Garrison Type
- 1 - Villager and Kings
- 2 - Infantry and Foot Archers
- 4 - Mounted units (including Mounted Siege units and Mounted Monks)
- 8 - Foot Monks
- 16 - Livestock
- 32 - Siege units
- 64 - Ships
- Unit Size Z
- 40 - Hero Status [Hero Mode in Unit stats and search bar]
- 1 - Full Hero Status (all effects from 2 to 64 and also appears in Hero tab in the scenario editor)
- 2 - Cannot be converted
- 4 - Regenerates 30 hit points/min (can be combined with Attribute 109 - Regeneration)
- 8 - Default Defensive Stance (does not work with buildings)
- 16 - Protected Formation - unit lies in centre when selected in group with other units (does not work with buildings)
- 32 - Safe Delete Confirmation - warning appears when trying to delete
- 64 - Glow
- 128 - Invert effect of one hero property (used in conjugation with 1 and one of the above properties)
- 41 - Frame Delay
- 42 - Train Location
- 43 - Train Button
- 44 - Blast Attack Level - combine one primary and one secondary effects
- Primary effect - unique effect, cannot be combined
- 0 - damages resources
- 1 - damages trees also
- 2 - damages nearby units
- 3 - damages only targeted units
- Secondary effect - unique effect, cannot be combined
- 0 - equal damage in entire blast radius
- 64 - tapering effect (only for melee units)
- 128 - blast attack in the direction of attack
- Primary effect - unique effect, cannot be combined
- 45 - Blast Defense Level - Receive Blast Attack from units which have same or lower primary Blast Attack Level
- 46 - Shown Attack
- 47 - Shown Range
- 48 - Shown Melee Armor
- 49 - Shown Pierce Armor
- 50 - Unit Name String - used to name/rename units with names existing in Language files
- 51 - Unit Short Description String - used to describe/redescribe units with descriptions existing in Language files
- 52 - unused
- 53 - Terrain Restriction
- 54 - Unit Trait [Trait in search bar]
- 1 - Garrison unit - for units which can garrison other units, like Transport Ships and Siege Towers
- 2 - Ship unit
- 4 - Builder unit - can place foundation of a single type of building (theoretically), which is given by Attribute 56
- 8 - Transformable unit - can transform into another unit which is given by Attribute 56, using the switch weapon button (only works for soldiers)
- 16 - Scout unit - enables Auto Scout button if modified and placed at start of the game
- 55 - Unit Civilization [Civilization in Unit stats and search bar] - unused
- 56 - Unit Trait Piece [Trait Piece in Unit stats; Nothing in search bar]
- For Builder unit flag: Units can build Unit Trait Piece only when the unit has Unit Trait flag 4 at least (but not 8), the Trait Piece is a building, the building is enabled (like Castles are enabled in Castle Age but disabled before that), the unit has the task to enable building in general or enable building the Trait Piece. Despite Fishing Ships having the task to build, they are hardcoded not to build any building other than Fish Traps, however this hardcoded behavior does not stop them from placing the foundation of the Trait Piece.
- For Transformable unit flag: Unit Transformation among units is not reciprocal by default. Both units need to be modified to convert into one another. If the Unit Trait Piece is a building, the object turns into a Moveable Map Revealer, which contrary to its name, cannot move.
- 57 - Dead Unit - unit which is left behind when the main unit dies
- 58 - Hotkey
- 59 - Maximum Charge
- 60 - Recharge Rate
- 61 - Charge Event - works only for attack-type charges
- 1 - charge attack drops to 0 after using against units
- all others - charge attack stays at full potential
- 62 - Charge Type - unique effect, cannot be combined
- 1 - Charge Attack
- 2 - Hit Points - unused
- 3 - Charge Area Attack
- 4 - Agility - ability to dodge projectiles - charge is reduced by 1 instead of hit points being reduced by damage for every projectile absorbed
- 63 - Combat Ability [Break Off Combat in Unit stats and search bar]
- 1 - Armor ignoring ability (works for melee and pierce attacks)
- 2 - Resist Armor ignoring ability - cancels enemy's armor ignoring effect if it has, no effect otherwise
- 4 - Armor damaging ability - damages enemy melee and pierce armor by 1 with every attack, cannot reduce below 0
- 8 - Attack ground ability
- 16 - Bulk Volley Release - all projectiles of the unit are released together
- 32 - Influence ability - allows unit/building to modify attributes of units in influence range
- 64 - Inverse influence - (requires flag 32) makes other units boost self, instead of the unit boosting other units - If the unit has several power up tasks, all except the first task need to have Auto Search attribute set to 1
- Attack Dispersion
- Secondary Projectile Unit
- Blood Unit - in some cases units have a Blood Unit in addition to having a Dead Unit, which serves as another dead unit basically
- (Projectile) Hit Mode
- (Projectile) Vanish Mode
- 1 - to allow pass-through damage
- (Projectile) Arc
- 100 - Resource Costs
- 101 - Train Time
- 102 - Total Missiles
- 103 - Food Costs
- 104 - Wood Costs
- 105 - Gold Costs
- 106 - Stone Costs
- 107 - Max Total Projectiles
- 108 - Garrison Heal Rate
- 109 - Regeneration Rate [Backstab Bonus in Unit stats; Rear Attack Modifier in search bar] - hit points regenerated per minute
- 110 - Population Headroom Storage (negative for units and Feitorias, positive for buildings which give population)
- 111 - Additional Minimum Conversion Time
- 112 - Additional Maximum Conversion Time
- 113 - Additional Conversion Resistance Level
- Numbers unknown
- Formation Category [Creatable Type in Unit stats and search bar]
- 0 - not applicable (Villagers, Fishing Ships, Trebuchets)
- 1 - mobile (cavalry)
- 2 - body (infantry)
- 3 - ranged (archers)
- 4 - long ranged (Hand Cannoneer-type and Scorpions)
- 5 - protected (all other siege, Monk, King, other civilians)
- 255 - buildings
- Hide in (Scenario) Editor
- 0 - visible
- 1 - hidden
- 2 - visible in Others tab
Tasks[]
Note that most of them are obsolete, so description is provided only for the tasks which are useful. Tasks cannot be modified using the Scenario Editor.
- -32768 to -1 - invalid ability (does take these as valid inputs but these are not assigned)
- 0 - none
- 1 - Move to
- 2 - Follow
- 3 - Garrison - defines the ability to garrison in different structures, like transport boats, buildings and siege weapons. The garrison attribute of units and buildings defines which type of units can garrison in them, while the garrison task of units determines which types of units they can garrison in. For a unit to garrison in another unit or buildings, criteria should be fulfilled from both ends.
- Cavalry have garrison in buildings task, but Town Centers only allow monks, villagers, and foot soldiers to be garrisoned.
- Gurjara Docks can garrison 10 Ships, but no Ship other than Fishing Ship has the task to garrison in the Dock.
- Even if Rams could allow mounted units to garrison inside them (via the Scenario Editor), mounted units themselves do not have the task to garrison inside siege units.
- 4 - Explore
- 5 - Gather/Rebuild - allows villagers to gather resource without damaging the source, used by Builders (only for Farms), Farmers, Foragers, Fishermen and Fisherwomen, Gold Miners, Stone Miners, and Fishing Ships
- 6 - Graze, deleted? - Property shared among animals [work value 1 = 20, work value 2 = 10 for all]
- 7 - Combat - allows buildings and units to attack
- Before the Definitive edition, since The Age of Kings, Houses, Markets, Stables, etc. had Combat Ability but no attack. If an enemy unit were attacking the said building, the player could command the building to attack the unit. Since the building did not have any attack stats, the attack would deal the minimum of 1 damage. This bug was first noticed with the Khmer houses in Rise of the Rajas, and people thought that this was a bug due the Khmer bonus.
- As a general rule, combat does not affect Trees, so Trebuchets, Onagers, Siege Onagers, and Ballista Elephants have a special combat task against Trees
- 8 - Shoot
- 9 - Attack
- 10 - Fly - used by Birds and Butterfliers to be able to fly
- 11 - Scare/Hunt, deleted? - property used by wolves and their variants [work value 1 = 1, work value 2 = 10] only for Deer (not variants)
- 12 - Unload (boat-Like) - property used by Transport Ship and the old Siege Tower to unload units
- 13 - Guard - purpose unknown
- 14 - Siege Tower Ability - gives Siege Towers the ability to unload units (only works against walls)
- 20 - Escape, deleted?
- 21 - Make - property used by Farms and Fish Traps
- 101 - Build - allows units to build structures
- Fishing Ships could build any structure in Age of Kings. This was removed by hardcoding them to be only able to build Fish Traps.
- Serjeants too have this property but they can only make Donjons. Even if using Scenario Editor, Serjeants were given some other building as Trait Piece, they could build the building, and even then they could build Donjons if the foundation were placed.
- 102 - Make a unit
- 103 - Make a tech
- 104 - Convert - allows Monks and Boarding Boats to convert enemy units
- Work Value 1 gives the minimum conversion threshold for units
- Work Value 2 gives the maximum conversion threshold for units
- Conversion of Buildings is governed by Resources 180 (similar to Work Value 1), 181 (similar to Work Value 2) and 182 (similar to accuracy for Monks - conversion chance in a chant)
- Conversion of Scouts is hardcoded
- 105 - Heal
- , where healing is the number of hit points healed per second (when healing continuously)
- Work Range does not determine anything since Healing Range is governed by Resource 90 for Monk-type units
- In case of pure healers like Chand Bardai, healing range is increased in the UI by Block Printing, but does not change in practice
- Byzantine team bonus works by modifying Resource 89
- 106 - Repair - allows villagers to repair buildings and Serjeants to repair Donjons specifically
- 107 - Get auto-converted - allows herdables, Relic Carts and Monuments to get auto-converted
- 108 - Discovery Artifact
- 109 - Unknown, nothing?
- 110 - Hunt - allows villagers to gather resources in which source needs to be attacks without killing the source, allows vanilla villagers to attack wolves, hunters to attack huntable animals, shepherds to attack herdables, lumberjacks to 'attack' trees, and in scenario editors, stone miners and gold miners to attack Stone (pile) and Gold (pile) respectively. Weirdly it also allows Throwing Axemen and Chakram Throwers to attack Falcons
- 111 - Trade - tells Trade units which building to Trade with, so Market for Trade Carts and Donkeys, and Docks for Trade Cogs and Junk
- 120 - Generate Wonder Victory - allows wonders to start the countdown timer
- 121 - Deselect when Tasked (Farm) - probably prevents all builders and fishing ships to build all farms and fishing ships so that one of them starts working on the newly built one
- 122 - Loot (Gather)
- 123 - Housing
- 124 - Pack
- 125 - Unpack and Attack - task shared by packed Trebuchets, purpose unknown
- 130 - Unknown, nothing?
- 131 - Off-map Trade - Task shared by Trade Carts and Donkeys, but not Junks and Trade Cogs, purpose unknown
- 132 - Pickup Unit - allows Priests and Monks (but not hero Monks) to pick up Relics
- 133 - Charge Attack
- 134 - Transform Unit
- 135 - Kidnap Unit - allows Scythian Scout to kidnap villagers in their dying animation
- 136 - Deposit Unit - used for Monks with relics to tell about the drop site
- 149 - Shear
- 150 - Regeneration - used for giving units regeneration ability before Attribute 109 was introduced which made tasks much simpler, was not used by Berserks, is still used by Babur, Musa-ibn-Nusayr and Arambai but with 0 effect
- 151 - Feitoria Ability - ability of a building to generate infinite resources
- When a class or unit is defined, the unit generates the said resources only when working on the unit or attacking the enemy unit
- When class or unit is not defined, the unit generates resources passively
- 154 - Pillage - generate resources upon killing enemy unit
- 155 - Influence ability (requires Combat Ability 32)
- Search Wait Time - attribute number which is modified
- Work value 1 – attribute increase at the maximum power up.
- Work value 2 – units required for the maximum power up.
- Work range – range of the effect.
- Target diplomacy – players whose objects will be affected.
- Unused flag – flags to enable additional settings, can be combined with each other
- 1: use the amount in work value 1 as multiplier
- 2: round area of power up
- 4: display the range indicator
Task attributes[]
Unless specified otherwise, the following fields work as:
- Action Type - Task
- Class and Unit - If any non-negative number is input in class field, the effect applies to the given class, and not the unit. If both are set to -1, the effect may apply to everything.
- Productivity Resource - the task done is multiplied by this Resource number to calculate the output
- Resource Out - the output is delivered in the form of this resource
- Target diplomacy - the set of players this task works for
- 0, 7+ - all objects
- 1 - Own
- 2 - Neutral and Enemy
- 3 - Gaia
- 4 - Gaia and team
- 5 - Gaia, Neutral and Enemy
- 6 - All but own
Trivia[]
- Resource 215 - Mercenary Kipchak Limit was used in the Age of Empires II: Definitive Edition beta to count the number of Mercenary Kipchaks left to be created. When this resource reached 10, it disabled Elite Kipchak from Cuman Mercenaries. Later it was noticed that this is a drawback since this disabled Elite Kipchaks even if the player could have created more, in case he had other Cuman allies to contribute too.