Age of Darkness is a mod set in the historical period spanning the two world wars of the 20th century. Unlike most WW2 mods, it is meant to place great emphasis on the following:

  • The role of oil in the first half ot the 20th century (modern weapons such as tanks and battleships consume a fair deal of oil. Oil-producing regions produce additional armies on CtW)
  • The struggle for supremacy between liberalism, socialism and reaction
  • Psychological warfare and propaganda (the wrong political choices may result in successful infiltration and riots by enemies in your cities)
  • Mechanisation vs "horse & bayonet" armies- rifle infantry and cavalry will still be around, but their position, secure in the early game, will be increasingly challenged as the game goes by.
  • Better atmosphere - buildings and units designed are to lend an atmosphere more appropriate for the period, spanning over twenty factions based in every continent of the modern world.

What Age of Darkness is not:

  • A glorification of militarism or war - All wars are, regardless of who wins, evil. The only thing that can be found good in war is the individual will to survive and excel and to improve oneself, but Age of Darkness will involve a much edgier experience: tanks will appear battle-scarred, human soldiers will look exhausted and grubby, and the technologies all revolve around repression and treachery.
  • A feel-good Americanocentric game - the fact still stands that it was not a simplistic contest of "good versus evil", but the result of several political blunders and outright naked imperial ambition of those who fought on the winning side. In the fight to defeat Nazi Germany, the Western Alliance had to make many decisions whose side effects are still being felt today, such as the annexation of Iraq and Iran during the war, or the muzzling and internment of ethnic minorities deemed a threat.
  • Another generic WW2 mod for Rise of Nations - less emphasis is being placed on the Western campaign of the Second World War - or the weapons used (we are not Age of Tanks and never will be), and more into exploring how it all came about - from the humiliation of Germany to competition between European and Asian nations in the aftermath of the First World War, resulting in the 2nd Sino-Japanese War, the winter War and the Spanish Civil War, which definitely set the stage for a greater and more escalated international conflict. A CtW detailing events such as the Gran Chaco War and American occupation of Latin America is also being envisioned.

Age of Darkness 1.0 - covers the British, French, and German, Italian, Russian and American factions of WW1 - simple units, consisting of rifle infantry, cavalry and artillery as well as the conflict's signature armoured units added. Buildings to be introduced are the armour plant and the arsenal, and the very first wonder, the SIGINT centre [1].

(16/2/2015) And so, we now have a prototype ready. Testing will take place tomorrow on Tuesday morning *welp*
(12/12/2013) Tests for new skeletons are underway. Results will be published at:
(8/3/2013) History_Soldier has offered to help us with buildings, giving us 15 buildings for Iran, Iraq and India.
(25/6/13) With artillery all done, we are now looking at how to introduce 4 new models - two biplane bombers, and 2 different balloon units.
Meanwhile, we have also increased the number of black-and-white images being used for unit and building icons. We have managed to download a whole archive of building icons, I will be getting a friend to look at each icon to guess what it can be used for.
(21/6/13) Artillery units are still being modelled. Although the French 1917 Schneider is done, we are still struggling with the German 17FK and haven't even started off on the British QF18lber. It doesn't help that previous modellers have complained about strange bugs resulting from the structure of nodes for airplanes ....
(3/6/13) After a long, long delay, we have finally kicked off working on Age of Darkness. Techs and upgrades will be hit first, followed by the first few units for Britain, France and Germany.
(18/2/13) This year's Chinese New Year has left me in a thoroughly existentialist mood. I might go forward and finish off the German LK model which I created 3 months ago. I might even create some mockups, but do not expect anything so soon.
On the other hand, Rise of Kings continues to grow from strength to strength. One of our rejected units is being recast as part of the cavalry for Age of Darkness. Hopefully that is a good sign.
(1/2/13) Went through some vids online by players of Men of War. Makes me feel that tanks and artillery will be having their range increased, but their rate of fire nerfed.
Meanwhile, we have started compiling a Bahasa Malaysia version of Age of Darkness Wiki, which is to aid us in developing a Malay version soon.

  • AXP1: Trianon - Hungarian and Romanian troops featured, covering all pre-Fascist units. Politics changed. Some tanks inserted.
  • AXP2: White Terror - covers Finland, Nazi Germany and Russia. Spain and Portugal introduced [2-4]
  • AXP3: Apres Moi ... - German and British air units added, this covers most "mainstream" units.
  • AXP4: Blitzkrieg! - Germany and several other Western factions, this should include France, the Oslo Group and the Netherlands, as well as armoured units of this conflict [2-3]
  • AXP5: Northern Expeditions - China and Japan added. Technologies should be complete by now.
  • AXP6: Days of Infamy - Japan, USA expanded, consisting mostly of infantry and armour.
  • AXP7: Powder Kegs - Introduce Turks, Iranians and Iraqis.
  • AXP8: Pax Versalica - Complete any and all WW1 units for all existing factions. We officially declare Age of Darkness to the world.
  • AXP9: When Cobras Smoke - Brazil is added to the game. American armour added.
  • AXP10: Black Dragons - Japan and China introduced. Japanese armour added.
  • AXP11: Alamein - Italian armour added to the game. German and British armour further added.
  • AXP12: Triumvirs - effects of politics expanded. Some wonders. Argentina, USA and Spain added and expanded.
  • AXP13: Red Christmas - Soviet units expanded, and Germany is further expanded. Another wonder. Perhaps we need to introduce a wonder one step at a time.
  • AXP14: Marte - Italian army, pre-1943. Greece enters the game. Possibly either Bulgaria or Romania make an appearance.
  • AXP15: Battle of the Atlantic - naval forces are revamped in full. Introduce the E-boat and Argentina
  • AXP16: Overlord - further expansion of USA and Britain. British faction should be fully skinned and ready.
  • AXP17: Rise of Quisling - expand Oslo Group, Romania, Bulgaria, Austria and Argentina. Introduce the Nahuel.
  • AXP18: ... Le Deluge - rebalance and finish off any other loose ends.
  • AXP19: Atomic Age - introduce the Domination CtW. Age of Darkness is finished.
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L3/35 in rivista Monsieur Zombi, je crois? 中國國民革命軍 (1920-1930)
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0 comments by Beelim on Dec 26th, 2014

Some good news!

As you know, I have been struggling with Rise of Kings for a long time, and to be honest it has been somewhat of an uphill fight. Nevertheless, I believe that this new version of Rise of Kings is clean enough to be used as the basis for Age of Darkness and work is expected to commence pretty soon.

The first unit skins to be prepared for Age of Darkness will be villager skins. Generally, we have the following in mind:

EURO - this is the generic version, and watching War Horse with my sister has given me some ideas what they ought to look like.
AMERICAN - meant to represent the southern nations of both Europe and America
ARAB - held back in reserve for African rebels
ASIAN - covers China and Japan. May cover parts of Africa or the Pacific depending on use.
INDIAN - covers the Middle East, may also cover India. May cover parts of Africa or Southern Asia depending on use.
A secondary group of villagers is possible, and will most likely cover the Russians as well as the Islamic nations of the world.

Post comment Comments  (0 - 10 of 99)
Beelim Creator
Beelim 8hours 30mins ago says:

Bolted in all the bare essentials (except submarines). I will be running one last check before submitting it for test playing on a closed-alpha basis.

+2 votes   reply to comment
Beelim Creator
Beelim Apr 14 2015, 5:58am says:

And so, the last unit for Age of Darkness 0.1 is now complete!

+2 votes   reply to comment
Alexey_Piterson Apr 16 2015, 8:02am replied:

Good news Comrade!
I think that in AXP2 you should add this

+1 vote     reply to comment
Beelim Creator
Beelim Apr 16 2015, 10:59pm replied:

Tachanky won't be ready until all mech cav units are finished. You see, Age of Darkness isn't the only mod I am currently working on. I also assist Super7700 on Kings & Conquerors and I have been tasked with building chariots. I have already slated tachanky for addition, resources willing.

+1 vote   reply to comment
Beelim Creator
Beelim Apr 4 2015, 5:12am says:

No lawn darts on duty, says MOD

Recently, the all-worrying trend of artillerymen playing lawn darts during live-fire exercises has come to the attention of the Ministry for Defence, which has sent a memo to all officers to suppress with utmost severity any instances of soldiers playing with lawn darts in the course of their duty.

"While we acknowledge that soldiers do need leisure activities to alleviate the stress of their duties, the usage of lawn darts is not only unprofessional, but potentially perilous to the army as a whole," stated Brigadier-General T. Shaw after a debriefing held quite recently with the Defence Ministry. "We have made clear our reasons for forbidding the usage of lawn darts while on duty, and have decided to implement severe penalties on any personnel contravening this order."

The ban on lawn darts applies to all personnel in all regions, and comes into force effective next Sunday afternoon. Quartermasters nationwide report that in anticipation of the ban, they expect greater participation in indoor darts competitions for servicemen, while it was rumoured that officers have turned to other sports, including fencing and longbow practice to make up for the ban on lawn darts.

+1 vote   reply to comment
ultrapl Mar 21 2015, 6:15am says:

First i want to say that i really look forward to play this mod. Good job!
I read the article about Poland on your Wiki-site. The most part is okay so far. But i am wondering that Poland dont get a air-battle bonus in the late game. Polish pilots were worldclass in World War 2. They were a very important factor in the Battle of Britain (better kill-ratio than the british pilots!). So my suggestion would be that Poland could use british planes with a attack bonus for pilot skills. Only a suggestion point by me to balance this weak faction ;).

+1 vote     reply to comment
Beelim Creator
Beelim Mar 21 2015, 7:49pm replied:

The reason is because, well ... as you know Poland didn't exist as a sovereign state in the later 1/3 of Age of Darkness' timeline. You are right - the Polish squadrons had an elan and performance worthy of their more gentle huszar predecessors ... but it might be way too complicated if we did that. Age of Darkness originally meant to incorporate that (goes to 1947) until I decided to spend more time on WW1 stuff.

+1 vote   reply to comment
Alexey_Piterson Mar 20 2015, 3:13pm says:

Will you add Russian Empire/White army?

+1 vote     reply to comment
Beelim Creator
Beelim Mar 20 2015, 7:52pm replied:

As sub-factions, yes. In theory if you play as Russia and align yourself to Fascism (Hierarchy + Militarism) then you are forming the White Armies. However, Russia is designed in such a way so that it benefits more as the Soviet Union, and in CtW, will be locked in as thus.

+2 votes   reply to comment
Alexey_Piterson Mar 21 2015, 7:42am replied:

Okey, but i want fight in Russian Civil war

+1 vote     reply to comment
Beelim Creator
Beelim Mar 31 2015, 9:38pm replied:

Tovarits you can always create your own scenarios. Or play against a friend in multiplayer once it's done :)

+1 vote   reply to comment
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Age of Darkness
Age of Darkness
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