The civ seletion is due to the structure of the genie (empires2 for AoK) file.
There is a set of data for every unit, for every civ.
If that data (and some other) isn't present, then that civ cannot "own" that unit. Like resource deposits. The GAIA civ has data for those units, but all the rest don't.]
EDIT:
The tech tree is set by techs. By default all civs get every thing. (Unless the tech is assigned to be civ specific, which only the unique techs/units are.)
You have to program a CHUN4 to dissable them. So, if you want a civ to get EVERYTHING, just go in and delete the data, and change the counter to 0. I've done that many times, for my own enjoyment. Also, the civ/team bonuses are just CHUN4s as well. I changed the Brithish team bonus from + Archer Range creation speed, to + 1 foot archer range.
As to allowing the unit to be created, that is set up in two places, on the unit, and in a tech.
I have found the equivalant to this unknown in AoK:
civ_1_unit_8_unknown35_05: 82 1 0 0 0
The first number is the number ID of the building that this unit is created at, the second is the button slot.
It looks like this in the AoK hex:
52 00 01 00
Then you have to set up a tech, and assign it to use a type 2 CHUN4.
This is what you should have:
02 52 00 01 00 ff ff 00 00 00 00
That makes the Longbow Man crateable. This kind of stuff is FAR easier with GeniEd 1. But it still can be done with hex editing.
To test it out I set it up so you could create "Hunting Wolf" at the Town center (in the second button slot).
[This message has been edited by Mandalorian (edited 09-03-2005 @ 12:29 PM).]