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Well, I don't own the expansions so, I am not entirely sure that would work. (Since they don't have access normally to those buildings. If they don't with FTT on, then you will have to modify the AI or make your own probably... I'll take a look into it.)
edit: Also, try controlling the AI player and see if the buildings are available to be built. You can use the hotkey: ctrl+shift+F<#> (any function number key 1 to 9.) with cheats enabled or 'Test' in the Editor. If still no, then you might be out of luck.
edit: After thinking about it, of course it should work since all other civs can build them... So yeah, if it does not work... you might be out of luck here. Maybe you can manually enable it via triggers? (Enable Object: Mining Camp and Lumber Camp.)
In the meantime, I recommend looking over this site: https://airef.github.io/index.html
edit: The real concern is this: https://airef.github.io/commands/commands-details.html#can-build
"It's available to the computer player's civ." which normally it's not so, most likely, it will return false... Umm...
edit: You 'could try' just a build command but...
"Important Note: Always use a can-build, can-build-with-escrow, or up-can-build condition in every rule where you use the build or up-build command. Without this condition, the building queue for this building may get stuck for the rest of the game."
That would be an issue too...
This would be much easier to test if I had them but, I can only speculate atm sorry.
Note: If you intend to edit the CD version, you have to edit all the 'elite petersen' files in: 'AoE2DE\resources\_common\drs\gamedata_x2' otherwise, everything else is in the AI folder. (DE AI is in 'Promisory')
As for the FTT stuff, I believe the game automatically assumes this and should automatically correct itself as needed in the AI file. (with maybe exceptions when using "ALL-TECHS-ENABLED" for #load-if)
EDIT: Turns out that trick worked for all AI types except for the CD version. I deleted the following block of code from "elite petersen constants.per2":
...and the CD AI refuses to build any Lumber/Mining Camps with FTT enabled. Any other ideas?
EDIT: I've tried modifying the defconsts (replacing the "mule-cart" value with the respective building ID number according to the constant name, etc.) and adding new #load-if symbols (specifically, the #load-if-not-defined ALL-TECHS-ENABLED symbol) and the CD AI still won't build any Lumber/Mining Camps in FTT mode. Am I perhaps looking in the wrong .per2 file, or do I have to add a new block of code in one of the .per2 files? Any tips are greatly appreciated.
EDIT: I just found out I was missing essential .per2 files required to carry out the necessary changes, specifically PromiDE.per2 and randomgame.per2. Thanks again :)
Sharing their discord link here: discord.gg/hEJ9GJNBCg.