What are the hard coding limitations of modding

And a follow up question: why are the laws of hardcoding allowed to randomly change at the whims of the magicians who work on this game with their superhuman powers?

The most obvious limitation is the inability to modding new civilizations without replacing existing ones.

Interestingly, AoE3: DE and AoM allow this, whereas Age of Empires II: DE and AoE4 do not,perhaps to avoid hurting sales of future DLCs for those two titles.

Even Return of Rome has this limitation, although the likelihood of it receiving a DLC is very slim.

Of all the titles, Return of Rome (aoe1) is the most severely limited; it has only 17 civilizations that can be replaced (even though it runs within AoE2), compared to the 53 in the main game (+ 6 if we count the Chronicles civilizations).

Yet here’s a fun post by the man who is supposedly not born with coding talent: https://aoezone.net/threads/new-expansion-site-added-19-sep.68879/page-59

See this post from 2012 berserk Regen was HARDCODED yet nowadays Regen is supposedly not. Why were the rules allowed to change when hardcoding means thou cannot ever break it

Devs have the base code so they can change so called hardcoded stuff.is that so hard for you to understand being around all this time?

You can add civis in data the issue is the UI is hardcoded and we cant add new civi selection.

The problem is if I make a civ I risk a schrodingers hatred: either it changes too much and doesn’t obey the classic rules or it doesn’t change enough and it won’t impress my way up the ladder so not wasting time feels safe

And when I do try I run into issues like when I create a new tech in AGE and try to type in a description for it it doesn’t change it or create a string for me