Age Of Change II

Our idea is to make a mod where story and plot is integrated more in the new factions and new Calradian continent. 

*The age in focus will be 1450-1620, the transition periods just at the end of the medieval ages, into late Renaissance, along with some interesting factions from earlier periods that will further increase the gameplay fun. 

*Troops are organized to follow the development from earlier periods to the mod focus period, making the game much more challenging!
This give us the possibility to have firearm units, while still keeping infantry, archery and cavalry based on real historic factions placed in the new Calradian continent in mind.


*Our factions have nothing to do with Warband ones, we only left original factions names (to keep action in Caladria),  there is no vanilla faction troop or piece of equipment left. 

*Keeping action in Caladria allows us few important things like: interesting fantasy map, no geographic limits  or very long time period.
All the factions are accurate and based on historic nations,  but as we keep action in Caladria it would be very unnatural to use authentic nation names, so we used the old ones and added few new in similar (or almost similar ) naming convention . 

*AOC II is a very low fantasy mod (if we can really call it fantasy), it's more of a real world aesthetics set in a fantasy world without a mystical or magical element.

*19 factions based on real historical ones, with all of the troops having unique and historically accurate equipment, that you will encounter and enjoy fighting for or against.


New generic, bandit, mercenary, manhunter, guilds concepts that will bring the gameplay to a more challenging level,
along with sea battles, 
new trading system, 
custom troops and kingdom management, 
mysterious places on a huge strategically well thought map, 
more then 700 new items are made specifically for this mod but the most important fact is that we tried to make them historically accurate as possible can it be, 
ton of coding goodies which you will slowly discover while playing
  

Mod page link; Forums.taleworlds.com

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6 comments by Zimke_Zlovoljni on Mar 6th, 2014

*Our factions have nothing to do with Warband ones, we only left original factions names (to keep action in Caladria),  there is no vanilla faction troop or piece of equipment left. 

Here is our faction list, the big guys that appear to run the world around you:
*Swadia
*Vaegir
*Khergit
*Nord
*Rhodok
*Sarranid
*Sarmatia
*High Porte
*Viking*
Ardena
*Iberia
*Albion
*Gael
*Frank
*Romeia
*Templar Order
*Hospitaler Order
*Teuton Order
*Societas Draconistrarum

All of them have specific relations toward different cultures, natural friends and enemies, but tides of war often change, it is up to you to influence the world politics, that is if you manage to get on high political position.
But this is not all, mod features wast array of bandits that are faction and area specific. So beware when you wonder around, they are definitely not the guys you want to mess around with.
And talking about mercenaries, there is quite a number of mercenaries specific for the map area and cultures.

It's worth noting that based on your chosen culture both mercenaries are bandits will act differently toward you, some bandits may even join your cause and mercenaries could decide not to join you at all.
Village recruited peasants and town recruited militias have their own troop trees, it is up to you how will you build your army, go to the end of troop tears of either first or second, or try to convert them to your faction specific troops, everything has it's on perks and downsides.

Your own faction:
you don't always need to play for the big guys, if you are strong enough, you can have your own kingdom, make it, name it, defend it, even make your own custom faction troops if you like, and equip them to your own preferences!

Rebels... you'll see that those peasant are not what they used to be, just think about peasant uprisings with militia grade armies, Calradia is not an easy place to survive for a harsh ruler, keep up those taxes carefully, build wisely.

Pirates, like a part of bandit scum they are, this guys will try to raid your merchant ships if they have a chance, thankfully there are your faithful sailors with their own troop trees to keep them at bay. On the other hand your enemies will have their own navy as well...

Man-hunters are a proper guild now, someone gotta keep those pesky bandits in their place, or at least try to, they are not organised army, but more of a harsh cold blooded opportunist, willing to cut some throats in the name of the king, for a coin or two.

Every action that you do, has the reaction in the world around you, and the world is quite big, with lot of surprises. Sometimes you will encounter some places that do not belong to any faction, shady looking guys that trade with lives and goods, keep in mind that they can look at you as a fellow scum or a piece of merchandise, it's all about reputation with guilds and their hidden houses, sometimes it is worthwhile to be a bad guy. Remember, in remote enemy areas, there is not enough support to buy the arrows, munition, lances, food and water your army waists. So you'll have to think wisely will you fight or flight based on your supplies and money available, you can find unlike allies in most unusual places, or worst, unexpected enemy, in a bad time, if you appear weak...

Post comment Comments  (100 - 110 of 253)
Guest
Guest Jan 25 2013, 6:02pm says:

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kalzim7878
kalzim7878 Jan 27 2013, 3:53pm replied:

i think i read on taleworlds that there about 70% done! but i could be wrong

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Guest Jan 29 2013, 4:02pm replied:

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Stefanice
Stefanice Feb 1 2013, 10:04am replied:

80% on November 16, 2012 , now probably is more

+2 votes     reply to comment
koryan
koryan Jan 21 2013, 12:27pm says:

how to download????

0 votes     reply to comment
Stefanice
Stefanice Jan 22 2013, 4:26pm replied:

this mod is not realeased yet but we are waiting :)
Release Date TBD ( to be decided )

+3 votes     reply to comment
Jesterinatlantic
Jesterinatlantic Jan 12 2013, 8:13am says:

Yeah! all this looks really promising, tracking!

+4 votes     reply to comment
RogerBlumme
RogerBlumme Jan 11 2013, 4:59pm says:

I can't wait!

+3 votes     reply to comment
templarmaster123
templarmaster123 Jan 7 2013, 12:50pm says:

great

+4 votes     reply to comment
Zimke_Zlovoljni
Zimke_Zlovoljni Jan 2 2013, 4:50pm replied:

Of course, you can order them to take desired formation,desired position,desired fire mode,to deploy pavises and be protected from arrows/bolts behind them while reloading,or even make your custom troops which you will equip. And one more thing,missiles you or your army spent, will only be retrieved by random chance, so you'll be charged for lost missiles (and for broken lances while we are at it).

+5 votes     reply to comment
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AGE OF CHANGE II
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