The aim is to somewhat resemble my favorite playstyle.
While I've been interested in AI's for a long time, I've hesitated to sink in the time to try scripting my self.
MrElephant set me up with something to start and I went from there. Thank you

Some parts were initially generated by Jan1302's and Hawk_Ruralist's AI Builder.
The AI has some snippets* from FireBall included and ideally will include more at some point.
Bandit helped me much with how to assign the desired enemy players as targets in a teamgame.
Thank you and all other scripters for helping

* FireBall's Script Snippets: viewtopic.php?f=8&t=4174
I haven't yet looked too much into other AI's and how they are set up, but occasionally I find it quite insightful to search my AI collection for commands and SN's to see how those are used by others. VS Code is great for doing so.
I hope to improve it when I'm able to take the time, however, learning and scripting is a slow process for me (maybe others are more talented).
So I'm not sure how significant any updates will come in, or if it maybe needs to wait until I retire from work some time in the distant future

Game version: AoC+UP or AoE2:DE
Civ: Mongols
Map: Tested on Arabia. Played in Prince of Arena tourney. Doesn't build docks.
Played Yucatan on Leif's Ladder and showed issues with pathing the Mangudais around stretched rivers or around forests on bigger maps. Can likely get stuck there.
Played Goldrush on the Ladder. The more open map fits it rather well. Won't deliberately protect the later placed MC on the middle gold.
Difficulty: Hard (AoC+UP) / Extreme (DE) (has no difficulty scaling)
Teamgames: Does not trade yet. Same strategy for all. No support for suffering teammates.
Resources: tested with Standard
Population: 200 (aims for 50 vills, so probably should work with reasonably lower pop)
Starting Age: Dark Age (Standard)
Viktory: Conquest (does not collect relics or build wonders)
Strategy: "Fast" castle, one TC, rush up a castle (main defense), go for Mangudai and push, while prioritize upgrades at the cost of a small eco.
(I hate too many Villagers, which mostly stress me to keep them occupied, so this AI goes only for 50 Vills for now)
Potentially important note: Apparently it can happen, that the Mangudais won't fire, when microd with the DUC-code. (thx Esty for the report)
According to Bandit enabling V-Sync on DE could help. I imagine limiting FPS to 60 could help as well.
I assume, if your PC is rather slow it might also lead to an issue with the micro-code.
Same probably applies, if game-speed is 4x or faster, or if the game is speed up with CheatEngine.
(Some issues and todos are listed in the script)
My first two versions of MangudAI-all-in (v0.1.1 & v0.1.2): MangudAI-all-in_0.1.zip
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No military-micro version of MangudAI 11.11.2022 | Attachement MangudAI-all-in_0.1c no-military-micro.zip
A no-(military)-DUC version of MangudAI-all-in. Intended to be used for Kimberly Azula's AI ladder for weaker AIs.
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Update 0.2c 03.07.2022 | Attachement MangudAI-all-in_0.2c.zip
Main difference is FireBalls ranged micro code, with some adjustments by MrElephant (not sure which).
Update 0.2d 24.07.2022 | Attachement MangudAI-all-in_0.2d.zip
Mainly fixed something in the ranged-micro script, which was not properly adjusted for the Mangudai play.
Update 0.3 05.09.2022 | Attachement MangudAI-all-in_0.3.zip
Added FireBalls deer luring/pushing snippet. Very much appreciated.
Use up-build place-control for a compact base.
Update 0.3a 11.09.2022 | Attachement MangudAI-all-in_0.3a.zip
Mainly some fixes and changes in the hope for the better. Adjusted some stuff for better Arena playability.
Update 0.3b ~Nov 2022 | Attachement MangudAI-all-in_0.3b.zip
iirc one notable change is from the old "TSA"-code to attack-now to not interfere with FireBalls ranged-micro. Switches to TSA when > 20 or so MangudAI.
Update 0.3c 01.05.2023 (PoA submit) | Attachement MangudAI-all-in_0.3c.zip (atm not UP-compatible)
Main difference should be improved target choice for the mangudai-micro and additional castle-builders, if enemy units are in town.
Update 0.4 02.08.2023 (DC7 update) | Attachement MangudAI-all-in_0.4.zip (atm not UP-compatible)
Target-player handling by Bandit. Retreat from superior knight groups. Ignore towers, instead focus on shooting enemy units.
Update 0.4a/b 23.08.2023 (DC7 update) | Attachement MangudAI-all-in_0.4b.zip (atm not UP-compatible)
My target-player code. Fixed running Mangudais to left corner bug. Vill attack rams (improvable). Prioritize ballistics or rams vs towers.
Update 0.4c 09.09.2023 (DC7 update) | Attachement MangudAI-all-in_0.4c.zip (atm not UP-compatible)
Retreats from castles and circles around them. Buy stone for castle in emergency. Build a feudal-tower under attack.
Update Post 0.5/0.5a 28.01.2024 (joins AI Ladder) | 0.5b 02.05.2024 (PoArena update) | 0.5c 10.09.2024
• Limited DUC Mill and MC placement. DUC tower on stone with a few protecting palisades next to it, if feudal-rushed. (v0.5)
• Retreats if enemy has several monks nearby. (yes, that's all) (v0.5b)
• Mangudais should now reliably micro vs wolfs. Thanks Leif for the workaround. (v0.5c)
Attachement MangudAI-all-in_0.5a.zip | MangudAI-all-in_0.5b.zip | MangudAI-all-in_0.5c.zip (atm not UP-compatible)
Attachements
You can download the latest (or older) version from the links in this post or go to the linked update-post and download there.
I like to keep the download track of an uploaded version (just out of interest), hence no files directly attached to this post.
(you have to eventually replace the old attachments, if you keep updating the original post)