# Age of the World

**URL:** <https://forums.ageofempires.com/t/age-of-the-world/220602>\
**Category:** III - Mod Discussion\
**Created:** [December 6, 2022, 11:15pm UTC](https://forums.ageofempires.com/t/age-of-the-world/220602 "2022-12-06T23:15:56Z")\
**Posts on this page:** 7\
**Page:** 2

<div class="post-metadata">

**Author:** ![SplotchyRose97](https://forums.ageofempires.com/letter_avatar_proxy/v4/letter/s/e19b73/32.png) [@SplotchyRose97](https://forums.ageofempires.com/u/SplotchyRose97)\
**Post date:** [October 12, 2026, 6:23pm UTC](https://forums.ageofempires.com/t/age-of-the-world/220602/24 "2026-10-12T18:23:32Z")

</div>

I am facing the same problems. I believe the mod is not updated for the last patch!

---

<div class="post-metadata">

**Author:** ![AlterFr1tzII](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/alterfr1tzii/32/218064_2.png) [@AlterFr1tzII](https://forums.ageofempires.com/u/AlterFr1tzII)\
**Post date:** [October 12, 2026, 6:43pm UTC](https://forums.ageofempires.com/t/age-of-the-world/220602/25 "2026-10-12T18:43:52Z")

</div>

Workaround for the AI error in Age of the World v2.8 (game update with Danes and Poles)

If you get AI script errors when starting a skirmish (e.g. “failed to open file aiMilitary.xs” / “could not compile file aiLoaderStandard.xs”), the mod seems to ship older AI files that no longer match the current game version. You can still play the mod’s new civs **with the game’s default AI:**

1. Close the game and unsubscribe from the mod (or at least disable it).

2. Copy the mod folder from

C:\Users\\Games\Age of Empires 3 DE\\mods\subscribed\126056\_age of the world

to

C:\Users\\Games\Age of Empires 3 DE\\mods\local

3. In the copy, open the “game” folder and delete the “ai” folder (or rename it, e.g. to “ai\_old”, to keep a backup).

4. Start the game and enable the local copy under Installed Mods. Make sure the subscribed version stays disabled.

Notes:

- Only change files in the local copy. Editing the subscribed folder disables the mod.

- The game then uses its default AI. AI opponents work with the base civs; I expect the default AI does not know the mod’s new civs, so choose base civs for AI players.

- For multiplayer, every player needs the identical local copy.

- This worked for us in skirmishes and online with a friend. Not tested further.

---

<div class="post-metadata">

**Author:** ![dondonlonny](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/dondonlonny/32/74789_2.png) [@dondonlonny](https://forums.ageofempires.com/u/dondonlonny)\
**Post date:** [October 15, 2026, 11:52am UTC](https://forums.ageofempires.com/t/age-of-the-world/220602/26 "2026-10-15T11:52:34Z")

</div>

Hi,

I tried to do the workaround but it always put the officizl mod update . Maybe i miss something ?

Follow all the steps, but even in local mod with no publish ?

Do you have a planned date for an official age of the world update with the last scripts ?

Thanks for the help.

---

<div class="post-metadata">

**Author:** ![AlterFr1tzII](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/alterfr1tzii/32/218064_2.png) [@AlterFr1tzII](https://forums.ageofempires.com/u/AlterFr1tzII)\
**Post date:** [October 15, 2026, 12:08pm UTC](https://forums.ageofempires.com/t/age-of-the-world/220602/27 "2026-10-15T12:08:11Z")

</div>

Hi, thanks for trying it!

A few things that might make the difference:

1. Please make sure you have UNSUBSCRIBED from the original mod (not only disabled it), otherwise the mod manager can keep updating/restoring the official version.

2. After copying the folder to mods\local, I RENAMED the copied folder (mine is called “126056\_Change of the world” instead of “126056\_age of the world”). I’m not sure if this is required, but it may keep the game from treating it as the same mod and overwriting it with the official update.

3. In the copy, delete or rename the “ai” folder inside “game”.

4. Start the game and enable only the local copy under Installed Mods.

---

<div class="post-metadata">

**Author:** ![dondonlonny](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/dondonlonny/32/74789_2.png) [@dondonlonny](https://forums.ageofempires.com/u/dondonlonny)\
**Post date:** [October 15, 2026, 12:13pm UTC](https://forums.ageofempires.com/t/age-of-the-world/220602/28 "2026-10-15T12:13:41Z")

</div>

No pb, this is the best mod ever.

In game pass , not sure about it 🙂

,[quote=“AlterFr1tzII, post:27, topic:220602”]

enable only the local copy under Installed Mods.

[/quote]

I have just publish ?

---

<div class="post-metadata">

**Author:** ![AlterFr1tzII](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/alterfr1tzii/32/218064_2.png) [@AlterFr1tzII](https://forums.ageofempires.com/u/AlterFr1tzII)\
**Post date:** [October 15, 2026, 8:21pm UTC](https://forums.ageofempires.com/t/age-of-the-world/220602/29 "2026-10-15T20:21:29Z")

</div>

If you only see published/subscribed mods in the list, please check this;

1. Go to Installed Mods and look at the “Subscribed” toggle at the top next to the filter. If it is switched on, it only shows subscribed mods and hides local ones. Switch it off.

2. Make sure the copied folder sits directly in mods\local, like this:

…\Age of Empires 3 DE\\mods\local\\game

(not one folder deeper)

3. Restart the game after copying, the list may not refresh while the game is running.

4. Make sure the original is unsubscribed, then enable the local copy.

I only tested this on the Steam version, so I’m not sure about Game Pass. If you can open the mod folder from the game, the structure may be similar (mods\local), but I can’t promise it works there.

Does the local copy show up after that?

---

<div class="post-metadata">

**Author:** ![AlterFr1tzII](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/alterfr1tzii/32/218064_2.png) [@AlterFr1tzII](https://forums.ageofempires.com/u/AlterFr1tzII)\
**Post date:** [October 23, 2026, 7:54am UTC](https://forums.ageofempires.com/t/age-of-the-world/220602/30 "2026-10-23T07:54:05Z")

</div>

\*\*Age of the World: bug fixes I made in a local copy (no files, so every change is listed below)\*\*

\*\*Text generated with AI\*\*

My friend and I play it offline against the AI, and I fixed some bugs in a local copy. The forum doesn’t let me upload files, so here is every change per file. All edits are plain XML changes, validated with an XML parser. Everything was tested in skirmishes, except where marked “untested”.

\*\*Playing against the AI:\*\* The mod’s `ai` folder overrides the default AI. We play with a local copy where that folder is disabled.

\*\*Important tip:\*\* One stray closing tag in `techtreemods.xml` silently disables a whole civ (in our case Zulu: no techs, villagers couldn’t build) without any error. Validate every edited file with an XML parser.

\*\*Notes on how it works (for the livestock fixes)\*\*

- A unit button on `deLivestockMarket` needs a `CommandAdd` effect (page/column) plus a `Data/Enable` for the unit in the civ’s `Age0…` tech.

- The market menu slots I used: page 7 column 2 (buy row) for the cattle, page 8 column 4 for `DERoyalBanquet`.

- A herdable can only fatten at a building if it has a `` in its `Gather` action (or the building has the matching type).

\*\*1. `protomods.xml`\*\*

\*Pirates\*

- `Crewmate`, `Gather`: added `0.630000` (same as their Plantation rate). Before, Crewmates could not gather from Sunken Treasure Ships.

\*Herdables (livestock)\*

- `Cow`, `Sheep`, `Pig`, `Llama`, `ypGoat`, `ypGoatFat`, `ypYak`, `ypSacredCow`, `ypWaterBuffalo`, `TurkeyHerdable`, `Chicken`, `HerdableBison`, `ReindeerHerdable`, `NguniCow`, `NguniPrizeBull`, `deEggWoodCattle`, `deChonkyCattle`, `deZebuCattle`, `deSangaCattle`: added `0.500000` to the `Gather` action, same value as their `deLivestockMarket` rate.

- The same animals (except `AmasiCow`, which stays special) also got `0.500000` (`deZebuCattle` and `deSangaCattle` already had it).

\*`MoroccanMarket`\*

- Removed `AbstractLivestockBuilding` (so the herdables use the explicit 0.5 rate, like the Ethiopian market).

- Replaced `ypGoat` with `deZebuCattle`.

- Replaced the custom techs `MoroccanSelectiveBreeding`, `MoroccanTranshumance` and `MoroccanCowLoans` with the vanilla `SelectiveBreeding` (page 1 col 0), `DETranshumance` (col 5) and `DECowLoans` (col 4), and re-spaced the other techs (HP col 3, Damage col 3, etc.).

- Added `DERoyalBanquet`.

\*`ZuluHerbalistMarket`\*

- Fixed the typo `AbstractFar~m` → `AbstractFarm`.

- Added `NguniCow` (Nguni Cattle are trained here now).

- Added `DERoyalBanquet`.

- Added the sell commands `deLivestockMarketSellLivestockForWood` / `…ForCoin` (page 8, columns 2/3).

\*`ZuluKraal`\*

- Removed `NguniCow`.

- Removed the sell commands `deLivestockMarketSellLivestockForWood` / `…ForCoin` (livestock is now sacrificed only at the Herbalist Market).

\*`deCommandWagon` (untested)\*

- Added a new `` block (modelled on the mod’s `deCampWagon`) with `` entries so the Command Wagon can build the war buildings of the mod civs: column 0 = war buildings (e.g. `YorubaWarSettlement`, `ZuluWarSettlement`, `EgyptianWarCamp`, `MoroccanWarCamp`, `CherokeeWarSettlement`, `KhmerBarracks`, …), column 1 = stables (e.g. `YorubaStables`, `ZuluHorseKraal`, `CherokeeStables`, `KhmerElephantStables`, …), column 2 = artillery buildings (e.g. `CherokeeArtilleryFoundry`, `InuitArtilleryFoundry`, `CowboyDynamiteShop`, …), column 3 = `CowboySaloon`. The Yoruba and Zulu towers are in column 0.

\*\*2. `techtreemods.xml`\*\*

\*`Age0Yoruba`\*

- Added `deLivestockMarket` (the Enable for `deZebuCattle` was already there; without the CommandAdd there was no button).

\*`Age0Egyptians`\*

- Added `Data/Enable` for `deSangaCattle` plus `deLivestockMarket` (replacing the old `CommandAdd` for `ypGoat`).

- Added `DERoyalBanquet`.

- Added `TechStatus obtainable` for `DETranshumance` and `DECowLoans` (`SelectiveBreeding` was already there).

\*`Age0Moroccans`\*

- Replaced `Enable ypGoat` with `Enable deZebuCattle`.

- Replaced `TechStatus obtainable` for `MoroccanSelectiveBreeding` / `MoroccanTranshumance` / `MoroccanCowLoans` with `SelectiveBreeding` / `DETranshumance` / `DECowLoans`.

\*`Age0Zulu`\*

- Removed the `Data/Enable` for `deZebuCattle` (the Zulu train Nguni Cattle now, at the Herbalist Market).

\*\*3. `civmods.xml`\*\*

\*Inuit start villagers (workaround)\*

- The civ description says the Inuit start with 4 villagers and 4 huskies. The start did not give them working villagers. As a workaround I listed several villager types as `` in the `Inuit` entry (`SettlerNative`, `Coureur`, `ypSettlerJapanese`, `ypSettlerAsian`, `Settler`, `BerberNomad`, `InuitDogVillager`). The counts don’t matter, because only one of the types actually appears in-game (for example the Berber Nomad). I don’t know the root cause.

\*\*Still open\*\*

- Cowboys: possibly a missing gather rate (not checked).

- Villagers can still work at the Herbalist Market for some civs (it still gives gold).

feel free to use anything from this

[Previous page](https://forums.ageofempires.com/t/age-of-the-world/220602.md?page=1)
