Age of Empires II: The Conquerors > Game Mods > Wololo Kingdoms DE

Wololo Kingdoms DE

by Pancrol - 449 downloads

  • DATE:24/07/2020
  • PATCH: 39284, [You must login to view link]
  • Now Cumans, Lithuanians and Bulgarians speak their own languages. Hotfix: Upgrades now affect the Krepost.
Important: You must have Age of Empires II HD installed and the latest Wololo Kingdoms (5.8.1).

Download the ZIP archive and extract it to a random folder, then run Wololo Kingdoms DE.exe.


Make sure all other files from the ZIP archive are in the same directory. Then click Install.


Choose the language of your choice.


Choose the hotkey configuration of your choice. If a hotkey file already exists, your hotkey configuration won't be touched.


C# Source Code of the Installer App can be found by clicking Source.


This mod implements most of the changes that have came with Definitive Edition so far, such as Kamandaran for the Persians, Steppe Lancers or the Khmer farming bonus, and minor tweaks such as unit stats. Some new civilizations are implemented and the rest should come as well unless some implementation problems arise.
For the version of this mod without WololoKingdoms visit here.
This mod is not related to the work of the Wololo Kingdoms team. I used their files and implemented as many changes as I found possible within the capabilities of Advanced Genie Editor.
Thanks to:
Details about the implementation
Most of the changes are copied from the Definitive Edition game files, following the list provided in:
[You must login to view link]
If some change is not listed there, is most likely not implemented, so let me know.
Things that I have implemented myself and won't behave like in DE.
  • Khmer farm bonus: As far as I've seen, the farming bonus is not implemented in the files accessible through the Advanced Genie Editor. My implementation makes Khmer farmers drop food in the farm but they can't do so unit by unit, as the animation makes them stop every time they drop food, making them very slow. Instead they gather until they have 10 units, as usual, and then drop off in the farm. I compared the gathering rates to those of Definitive Edition and they are similar. Be aware that, once the farm is depleted, it is changed to a dead farm and so the villager will drop the food in a nearby still alive farm or in a Town Center. Also, since the farm is also a drop site, a villager carrying food tasked to a farm will drop the food and go idle. You need a second click for the villager to start farming.
  • Steppe Lancers: The elite version appears as not available in the mongol and cuman tech tree but the technology can be researched in Imperial. Since the Steppe Lancer is asigned to the same hotkey as the elephant and elephants and camels are hardcoded to the same hotkey, there is no way to have a different hotkey for camels and lancers.
  • Fishermen droping food at docks: The only way to make this work is by having a single drop site, the dock. I took a look around the lobbies and saw that the only map with water people seem to play is nomad, a map that really benefits from this functionality. I believe that implementing the functionality brings some advantages at the expense of not working in maps like EL Dorado or Riverbed that are not very popular outside tournaments.
  • Cumans use the Turk architecture. Their wonder is unique.
  • Lithuanians I couldn't make the relic bonus work: the game applies its effect without considering the number of relics and it can not be deactivated when the player loses the relics, this is probably due to modifications on the user patch beyond my knowledge. Instead, I've implemented the following bonus: Knights and Leitis gain +1/+2 attack in Castle/Imperial Age, provided they have built a Monastery. I believe this bonus keeps the spirit of the one it replaces and is somewhat similar in strength.
  • Leitis The game doesn't understand a unit that has neither range or melee attack so the Leitis, who has 12 attack on its special class that ignores armor, shows in the game as having 12-12 attack. Nonetheless, the damage is calculated correctly when it attacks. For the same reason, attack upgrades don't show as an extra number in the stats. To make it easy to identify the upgrades, I've added the upgrade into the Leitis name. For example, if you see a unit called "Leitis+2", it means it is a Leitis with two attack upgrades. The stats will say attack 14-14 but this way you don't have to remember the basic damage of the unit to realize the number of upgrades.

Things not implemented and beyond the capabilities of Advanced Genie Editor:
  • Auto farming.
  • All the quality of life features from DE.
  • Tartars.
  • Side parts of diagonal gates are walkable during construction.

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