This mod pack uses Agamemnon's Skeleton mod, dark_blade's bats mod and ROR_Sir_Williams Dragon mod. Detailed credits are provided.
What if vampires had empires? This is the idea that started it all. Since then I have been mixing Victorian age Horror with traditional Slavic mythology and hints towards the dark chapters of Romanian and Hungarian history. The result is something like an Eastern European Age of Mythology. With a bit of black humour...
The mod now has a fandom Wiki under Age-of-vampires-bloodreign-in-transylvania.fandom.com
Warning: (This I should have done earlier) the depiction of violence in Age of Vampires borders on cynical and exceeds that in the original game. If you feel offended by the depiction of humiliated human beings, even only in a game, do not download. I do not favor any kind of violence in real life, the brutality depicted here is however an accurate match of the traditional vampire-mythology.
Currently Age of Vampires has become a total conversion, carrying the player to a world of horror and mystery. You get the choice to lead one of seven playable factions into battle for hegemony in Transylvania. Here's what's new, and worth knowing if you are new to the project.
Some general novelties:
- windowed mode
- parallel install, original game still accessable
- up to 250 population space
The world of "AoV" and its laws:
All the action is set in a parallel(?) version of Transylvania. One where (historical) reality, local myths and Victorian age prejudices about Eastern Europe have merged to one bizzar nightmare horror trip. The history of this 'Transylvania' is told in four ages.
~Pagan age~
Christianity has not yet entirely overwritten the pagan traditions. Therefore man is not at war yet with the supernatural and everyone uses magic with good conscience, like i.e. the 'Defense Spell'. All factions start out with primitive encampments that will later grow into dominions or defense bases. The minions of future vampire lords start out with a ghost, which oversees their loyalty and does the scouting. Vampires frawn on farming, sacrifice maidens or impale prisoners to obtain food.
~Age of Superstition~
Nobody has seen them yet, but the belief in vampires grows and drives the people of Transylvania to form opposing camps with distinct laws and architecture. Blacksmiths and different methods of war are introduced, but also the ability to trade. Societies diverge depending on their alignment, with slavery and oppression paving the way for vampire reign in some settlements.
~Age of Witchcraft~
Believes become real. If you are playing as a vampire lord you can now summon the ghosts and monsters that your people believe in. You can also build castles and satanic shrines (lodges) or monasteries or laboratories (depending on your clan/guild).
~Eternal Darkness~
The battle for Transylvania reaches its climax. The strongest units, upgrades and weapons are now available. Vampire lords can now build wonders for every 200 kills and demonstrate their superiority.
A new class of units:
Mythical units are ghosts, vampires and monsters that you can summon when you play as a vampire. Mythical units usually come with several powers and profit from technologies and armors taylored specificly for them.
~Powers~
- recover from wounds: almost all mythical units slowly regain their health after battle
- resist conversion: almost all mythical units cannot be converted
- shapeshift: some mythical units can shapeshift; for most this is just a visual effect, but werewolves also gain additional speed
- fly: some mythical units can fly, this means that they can freely move between land and water
- haunting: mythical units start out in a haunting mode, this means they fiercely defend the spot where they are summoned or the one they are ordered to haunt; it is recommended to order aggressive stance instead when battles begin
3 distinct building sets:
Currently there are three distinct architectures in Age of Vampires.
~Dark Gothic~

The dark and eerie buildings used by vampire factions are the author's own creation entirely and the mod's oldest feature. The Teutonic and French wonders were used as a fundament and inspiration.
~Slavic Countryside~

Partially adopted from other moding stars (see credits) and partially adapted/re-combined this set intents to capture the atmosphere of a typical Transylvanian village. "Slavic" is used as a synonym for "Eastern European" and not a reference to ethnicity. In fact the Vlach and Szekely populations of Transylvania are most well represented by this style.
~Fortified Western~

In Stoker's Dracula, the infamous vampire goes West and tries to set foot in England. The "Fortified Western" set tries to visualise the idea of a Western civilization at war with the supernatural. Most buildings are heavily fortified and regular barracks look like small castles. Some houses bear crosses as means of protection. Again alot of credit goes to the modding community of heavengames, so check the credits if you wish to adopt some of these beatiful buildings for your own projects.
Factions:
The mod currently offers a choice between 7 factions, exclusively(!). These are inspired by Victorian age horror literature (Van Helsing and Frankenstein Guilds), the lengend-inspiring history of Transylvania (Clans Báthory and Dracul, Transylvanians) and Eastern European mythology (Dhampir, Vrkolak). Here's a really quick overview for each.
~Báthory Clan~

Inspired by a 17th century Hungarian noblewoman with sadistic inclinations. Among those with broader knowledge of vampire fiction she is second in popularity only to Dracula himself and has inspired vampire-stories already in her lifetime. The people of Hungary and Slovakia believed that she baths in virgin blood to remain young. The Báthory Clan has access to a broad variety of mythical and mortal units.
~Dhampir~

Dhampir are vampire bastards who tend to side with the living and hunt other vampires. The word 'dhampir' is Albanian and the myth is of mixed Slavo-Albanian origin. Playing this faction enables you to choose between good and evil. The latter enables a beastlike creature of Albanian mythology - the Karkanxholl.
~Dracul Clan~

The most famous of all vampires needs no lengthy introduction. The faction's desing is inspired by both the historical Vlad Tepes and Stoker's horror classic. Elements of Romanian mythology are also adopted. The Dracul Clan offers a decent choice of mythical and mortal units along with empowering, but expensive upgrades.
~Frankenstein Guild~

Mad science can be as scarry as any ghost story. Based on Mary Shelley's horror classic, the Frankenstein Guild is one of the newer factions and adds some unique twists in gameplay mechanics. You start with the infamous, creepy Igor as your scout and instead of monasteries or (witch) lodges you can build laboratories. The laboratory is a place for gruesome discoveries, aimed to empower your economy, medical skills (garrisoned healing rate) and monsters. You can build monsters with stubborn resiliance and a strong punch that pierces walls, gates and siege machines. Your own siege tools are intelligently designed and self-repair, Scorpions in particular move very fast.
~Transylvanians~
If you want to hunt vampires with angry mobs, armed with pitchforks and torches, like in the good old, bad old movies, the Transylvanians are the ideal choice. They cannot build castles, but their armies easily overcome the fortifications of others.
~Van Helsing Guild~
Prepare the West for Dracula's invasion playing as the Van Helsing Guild! Vampire-slayers and exorcists from England, Germany and the Netherlands have joined their forces and with your help might even accomplish a daring "crusade" in Transylvania.
~Vrkolak~
Stoker describes "Dracula" with hairy palms, the ability to disguise as a wolf and synonymes such as 'vrolok' and 'vlkoslak'. All of these point to the Slavic myth of the 'vrkolak' being an important inspiration for the horror classic. Vrkolak stories have influenced many modern ideas about vampires and werewolves. The Vrkolak are alongside the Dracul Clan the mod's oldest faction.
The Silver Edition of the 'Age of Vampires' mod is the most recent pimp of the mod's quality. It includes several changes in graphics and data-editing...
Another useful update, adds a new playable unit, two new decorational units, a new building and some data-edits that make the gameplay even more interesting...
Age of Empires IV is soon launching its fourth seasonal content update, so here's five AOE mods from across the franchise to dig in to some classic RTS...
What if vampires had empires? This is the idea that started it all. Since then I have been mixing modern Horror Cliché with traditional Slavic mythology...
Transforms the Age of Empires Conquerors Expansion into a Vampire themed Strategy Game. Easy to install with a doubleclick on the installation icon. Play...
The mod now has a fandom Wiki under Age-of-vampires-bloodreign-in-transylvania.fandom.com
Great!!
I already commented how this mod is awesome, and I wanna repeat it. Keep the good job!
I can put my civilization suggestions again adding new suggestions, wouldn't focus on Romania but still would be nice monstrous additions.
Imhotep Dynasty - Egypt-based civilization (That could had been rebuilt after its fall and would follow supernatural development) which unique unit is the Mummy. (Upgrade would be Royal Mummy)
Fu Manchu Cult - A Chinese-based civilization which unique unit is the Jiang-Shi (Upgrade would be Imperial Jiang-Shi), Chinese hopping vampires. Might have a Poison technology since in the books he has knowledge of many poisons and venoms. Their lodge/monastery would be an Eastern Haunted Shrine, which would have corrupted Shaolin Monks perhaps.
Yokai Empire - A Japanese-based civilization which unique unit is the Oni (Upgrade would be Rai Oni), a brute Japanese demon. Their lodge/monastery could also be a Haunted Shrine, Yurei (Ghost) Miko (Priestess) being the witch/monk unit.
Papal States - Holy Italian-based civilization which unique unit can may be a Pope, Cardinal, or a Crusade Templar Knight.
I will edit this if I come up with more ideas.
Generally good ideas, but I will keep different mythological worlds as separately playable mods/games. There is for example a plan to create a Part II on Celtic and Western European Mythology as a stand-alone mod/game, but work on this will have to resume earliest in September, since I have a ****-tone of real-world engagements at the moment.
That part II exists now, many might have noticed this.
I came across this mod again so I thought to give a quick search on Steam Workshop and see if there are stuff which would fit the mod. I know it's a long list but since they're workshop elements I hope it won't be a problem to integrate. I'm leaving it here you see which one fits and which one no (I'm a big fan of Alpha graphics btw they fit much better with your mod's atmosphere.
Slavic Countryside is proper slavic architecture:
Steamcommunity.com
Frankenstein Guild has new architecture:
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Dhampirs and Vrykolaks' architecture as a combination of:
Dark Age Buildings by Yakko Uploaded by Alacazain
Steamcommunity.com
AbeJin's Mediterranean Feudal Age
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Some of the AoE2 Alpha/Beta buildings are fit for the mod atmosphere (Check all the other alpha buildings too). Examples:
Alpha Dark Age:
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Alpha (top-left) Monastery (can find here):
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Alpha Dark Age Monastery:
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Alpha Palisade
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Grittier/darker looking standard units or other Units:
From Alpha
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Alpha Mangudai (to function as Heavy Cavalry Archer):
Steamcommunity.com
Not from Alpha:
Steamcommunity.com
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Landsknecht Mercenary for Frankenstein Guild
Steamcommunity.com
Some sort of Anti-Building Maceman for Van Helsing Guild???
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Gladiator GIF can be used for some fantasy units @ Dark Factions
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Other Stuff
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Aok.heavengames.com
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On a second look through the list... I actually was hoping to find the complete versions of some alpha graphics indeed... the alpha trade cart could be ideal for the Frankenstein Guild, but it could also come up in part II, which is already in the making ;)
Part II is in the making?! Great News!
Thank you for your very extensive research. Based on the length of the list this was hardly quick. As you yourself anticipated the compatibility with the project varies strongly, since the graphics are also very different in style from each other and the original game. However, I hope I ever get the chance and time to create an HD version or otherwise a variant of the mod for one of the more modern variants of the game, since I feel this would allow to explore more different graphic styles. While working with the classic Age of Kings/Conquerors I find it important to stay in harmony with the game's original style. As one exception, some of the alpha/beta graphics would still fit here, but for example, why would I replace the mounted crossbowman with the alpha horse archer? Crossbowmen generally fit better with a Vampire flair. Then again, this is a lot to think about, since the list is long. One thing that will not happen for sure is to replace self-made graphics with those of other modders. As a rule of thumb adopting from others is a compromise for not having the time/energy to self-create.
One of the things that troubled me in original AoE2 is the lack of proper warfare in Dark Age (Pagan age) in your mod. It seems more like a copy of AoE1 where it made immersion sense you had only clubmen in Stone Age and then stone-axemen and early bowmen in tool age.
My idea is to keep many aspects of original AoE 2 gameplay.
I will dm you with some suggestions and some materials as contribution to the mod. I found in an old folder (many years ago when I first played it) I had tested my skills in making some building graphics.
another great mod play this a lot