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
(1/5/15) As expected, Age of Darkness v0 is finally complete and ready to download. No further updates will be added however until I get feedback on how best to redo the stats of the tanks.
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 more tanks inserted. Maybe Bismarck super battleship will be included.
    The Trianon update is expected to see rebalancing of units, as well as the addition of antitank guns and wonders.
  • 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 further armoured and aerial units of this conflict [2-3]
  • AXP5: Northern Expeditions - China and Japan added. Technologies should be complete by now, with China being able to import weapons but thus far this cannot be confirmed.
  • AXP6: Days of Infamy - Japan, USA expanded, consisting mostly of infantry and armour. In light of AXP v0 this will most likely mean more tanks for the USA, and plenty of infantry - possibly machine guns too.
  • AXP7: Powder Kegs - Introduce Turks, Iranians and Iraqis.
  • AXP8: Pax Versalica - Complete any and all WW1 units for all existing factions. This will most likely mean that the Middle Eastern units for the Indian, Iraqi, Turkish and Iranian factions will be worked upon.
  • 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
Algerie-class cruisers Nelson-class battleship Naval Yard, redux
Blog RSS Feed Report abuse Latest News: NEWS FLASH: AXP 0.1 Imminent!

0 comments by Beelim on Aug 18th, 2013

With the addition of the finishing touches of AXP 0.1, we can expect Age of Darkness to be publicly released soon.

All that's left to do is the following:

1. Re-introduce missile silos and strategic weapons
2. Perfect sound engineering
3. Insert tech requirements for units and structures.

Currently, only sounds are being introduced to AXP0.1 as well as some last-minute graphic fixes (for some units but not all). We are expecting a 1 May release for AXP.

NB There are still some issues regarding AXP 0.1, being:

- Defensive structures are still incomplete
- Wonders are not ready, only the Decryption Centre and Eiffel Tower will be made available
- EXCEPTION errors are known to plague AXP 0.1. The cause for them is still unknown and there are many causes for them.
- Units are grossly unbalanced. Although we have done much to introduce units and insert blind spots for tanks, the stats for many units are still grossly underbalanced. We will be fixing this issue come AXP 2 or 3 once we get there.

BUT WAIT! THERE'S MORE!

Because of the demand for customisations and customised graphics for gaming, I have also opened a new site outside of Moddb, named Verrix Microassets. Currently there is nothing stocked there, but we should be adding stuff there pretty soon! see you there!

Downloads RSS Feed Latest Downloads
AXP v. 0 - Public beta

AXP v. 0 - Public beta

May 1, 2015 Patch 12 comments

(4/5/15) Complaints regarding missing gpiece errors have been investigated and dealt with! this public mod beta should now be playable!

Post comment Comments  (10 - 20 of 114)
Beelim Creator
Beelim May 15 2015, 6:07am says:

Been thinking about Argentina and Brazil for a while - although Brazil was supposed to get the MG-class dreadnought, we might be running low on unit slots. I propose that rather than add more UUs we should let Argentina and Brazil have access to the Naval Yard, and be capable of "modernising" their dreadnoughts to battleship status. What say you?

+1 vote   reply to comment
meelis13
meelis13 May 7 2015, 11:49am says:

Tracked. A question though- is there any plans to incorporate countries that were independent in mid-ww period, but got occupied later (such as Estonia, Latvia, Lithuania)?

+1 vote     reply to comment
Beelim Creator
Beelim May 8 2015, 10:51am replied:

Ahhhh.......
They all fall under the Helveto-Swedish "Oslo Group". For more information, please see the following:

Interbellum.wikia.com

It's a very, very messy solution and unfortunately it's not one that will go away insofar as WW2 is concerned, I admit.

+1 vote   reply to comment
Beelim Creator
Beelim May 5 2015, 11:54pm says:

Interbellum.wikia.com has had its main menu updated to include a FAQ section. Please see the FAQ section for more information on how to handle bugs - bottom line is, we can't handle bugs on our own.

+1 vote   reply to comment
Beelim Creator
Beelim May 5 2015, 11:30pm says:

THE ZOMBIESSSS ARE COMINGGGGG

+1 vote   reply to comment
Boom1125
Boom1125 May 3 2015, 11:28am says:

what happened to the download and by the way that download link didn't work

+1 vote     reply to comment
Beelim Creator
Beelim May 3 2015, 1:15pm replied:

It's been amended and pending re-approval. However, I will be sending you a link to an alternate download pretty soon.

+1 vote   reply to comment
Alexey_Piterson
Alexey_Piterson May 2 2015, 10:35am says:

Mod very cool but it havent pictures and it is crashing sometimes

+1 vote     reply to comment
Beelim Creator
Beelim May 3 2015, 10:27am replied:

Can you tell me what the crash messages are? I need to know what they say so I can try to replicate the crash myself.

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

NEWS FLASH:
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.

+2 votes   reply to comment
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Release Date
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