AI Resignation Bug Affecting New DLC Civis (Chronicles & Three Kingdoms)

:play_button: GAME INFORMATION

:backhand_index_pointing_down: These details are CRITICAL; DO NOT skip them or your issue may not be reviewed.

  • GAME BUILD #: 101.103.13286 (#144358) 18358599
  • GAME PLATFORM: Steam / Microsoft Store (both)
  • OPERATING SYSTEM: Windows 11

:play_button: ISSUE EXPERIENCED

:backhand_index_pointing_down:
Using the AI ​​(cd version)

Update: After further testing, I discovered that the issue wasn’t with the DLC civilizations themselves, but with my own custom AI script interfering with the default resignation logic. The DLC civs now resign properly with unmodified scripts. My apologies for the confusion — leaving this here in case it helps others who are debugging similar issues.

Several new civilizations introduced in the Chronicles and The Three Kingdoms DLCs do not resign properly, even when all defeat conditions are met. This issue affects both the default AI and custom AIs using standard resignation scripts.

  • 46: Achaemenids: Apparently it performs well.
  • 47: Athenians: Apparently it performs well.
  • 48: Spartans: Sometimes he destroys his buildings and villagers, but he doesn’t give up, other times he does.
  • 49: Shu: It destroys everything, and it doesn’t go away, always the same.
  • 50: Wu: It destroys everything, and it doesn’t go away, always the same.
  • 51: Wei: It destroys everything, and it doesn’t go away, always the same.
  • 52: Jurchens: This resigns in the right way
  • 53: Khitans: It destroys everything, and it doesn’t go away, always the same.

:play_button: ISSUE EXPERIENCED

  • The AI destroys its own buildings and villagers when defeated (common behavior for scripted resignation), but:

  • The player is not marked as defeated.

  • The AI never sends the actual resign command.

  • The match continues indefinitely, unless the human player eliminates the few leftover structures or units manually.

  • This occurs even when a valid resign rule is explicitly triggered, including:

    (unit-type-count-total villager == 0)
    (soldier-count < 1)
    (building-type-count-total == 0)
    (resign)

Additional Tests:
Custom messages confirm that resignation conditions are reached (e.g. “Shu resigns completely.” is shown), but the AI does not exit the game.

Same code works fine with older civilizations (pre-DLC), indicating a hardcoded issue or bug related to the DLC factions.

Temporary Workaround:
None so far. Even forcing set-goal or resign explicitly has no effect.

If you give resources to the defeated AI, it starts rebuilding units, showing the player is still technically active.

:play_button: FREQUENCY OF ISSUE

:backhand_index_pointing_down: How often does the issue occur? CHOSE ONE; DELETE THE REST!

  • 100% of the time / matches I play (FREQUENTLY)

:play_button: EXPECTED RESULT

Please check the surrender/resignation logic for these new civilizations. Something in the engine may be preventing the resign command from being processed properly.

:play_button: GAME FILES (SAVE / RECORDING)

rec.aoe2record (21.6 MB)