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.

PRODUCTION SCHEDULE
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: Moddb.com
(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.
Image RSS Feed Latest Screens
Forum siggy banner Chargez! G'day, Hellas!
Blog RSS Feed Report abuse Latest News: News Flash: Rise of Kings 1.4 is out!

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 109)
Beelim Creator
Beelim Mar 30 2015, 5:55am says:

Running into issues with mech cavalry, especially double-turret AP cars. I'm worried how we can get working M2 and T28 tanks.

+1 vote   reply to comment
Beelim Creator
Beelim Mar 25 2015, 8:28am says:

Cavalry are holding us up, but fear not, it should be easily resolved. Italian and Soviet cavalry are currently in progress.

+1 vote   reply to comment
ultrapl
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
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
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 20 2015, 11:47am says:

Decided to add Italy and Russia to AXP 0.1. Won't take long, just need to create Austin-Putilovs. Dunno how long they will last before I yank them, though.

+2 votes   reply to comment
Alexey_Piterson
Alexey_Piterson Mar 11 2015, 10:22am says:

Your mod will have miltiplayer?

+1 vote     reply to comment
Beelim Creator
Beelim Mar 14 2015, 6:14am replied:

Only when everyone has the same mod in theory, however it's hard to see when it will be available. My computer has developed a HD problem, I am planning for a checkup so it may be some time before the core version (AXP 0.1) will be ready :(

+1 vote   reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Icon
Rise of Nations: Thrones and Patriots Icon
Platform
Windows
Developed By
Beelim
Contact
Send Message
Official Page
Interbellum.wikia.com
Release Date
Coming Q4 2015
Mod Watch
Track this mod
Share
Style
Genre
Real Time Strategy
Theme
War
Players
Single Player
Embed Buttons

Promote Age of Darkness on your homepage or blog by selecting a button and using the embed code provided (more).

Age of Darkness
Age of Darkness
Statistics
Last Update
2 days ago
Watchers
71 members
News
3