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Topic Subject: Age of Faith is back!
posted 01-04-06 02:18 PM EDT (US)   
AGE OF FAITH II
Path of the Believer

A sequel to the original AoF, taking you to new levels in understanding a time when religion was everything. Experience ruthless crusades and zealous jihad, heresy and philosophy, war, and faith.

Gameplay is wondrous like never before as you take control of religious factions – rather then nations – and learn their values and beliefs. You will know the vision of Muhammad, taste the blood of Jesus, and sense the suffering of the Buddha.

A 30-scenario-long campaign with a breathtaking storyline involving the founding of new a religion by a madman, the inquisition and witch-burning, the hatred and turmoil between Christianity and Islam, and dark conspiracies of occultism.

Skill System
Instead of unit classes, each unit now has skills that can improve with upgrade and experience, making them particularly effective vs. other units.

Five Historical Ages
Five historical ages starting from the savage Barbarian age, to the glorious Founding age, continuing with the zealous Crusade age, on to the grand Castle age, and finally, the Imperial age.

Influence
By building temples and clergy units, and succeeding in economy and military, you may influence other factions – causing them to slowly convert: first to your architecture, then your religion, then they convert to your side.

Temples and Priesthood
Priesthood is a population resource provided by Temples and Monasteries. Priesthood is used as pop for clergy units, such as Priests and Monks. Clergy units have an important role in Age of Faith II. Clergy units are trained at the Monastery and can research techs and philosophies in Temples.

Technology
Each age has four technologies, and four 'philosophies'. Temples research these techs. Each temple missioned to research a tech, will increase the research speed; which means you can devote several temples to one tech so it'll research faster. Techs research really slow. Each tech has a percentage bonus, such as "+20% archer attack", and two non-percentage bonuses, such as "enable sentry-tower attack ability". When the tech-research is 1/3 complete, one of the non-percentage bonuses is enabled. When the tech-research is 2/3 complete, the other non-percentage bonus is also enabled. When the tech is complete, the percentage bonus is enabled.

Upgrades
The Armory is a unique building. When a military unit is brought to the armory, two researches become visible: Armor, and Weapon. These researches will affect all units of the nearby unit's type. The researches are carried on their own, and cannot be sped-up using Monks or other armories. The upgrades are visually visible on the units themselves.

Relics and Ruins
Scattered across the terrain are ancient ruins and relics. Clergy units can reconstruct ruins. Once reconstructed, a ruin will provide the reconstructer either an instant tech researched or a sum of resources. The ruin will also either serve as one of the regular buildings (barracks, temple, etc.) or have an aura that strengthens nearby units. Relics can also be picked-up by clergy and brought to Temples. A claimed relic will provide the player with an influence bonus against a certain faction, +another special bonus.

Awards
Your subjects may present you with one of five awards, for worthy acts. Each award gives a reputation bonus (in diplomacy), and give a powerful ability to activate.

*Faith Award – given for holding many clergy units, temples, monasteries, ruins, and relics.
Ability: Divine Intervention (angels come-in over target area, attacking enemies and healing allies)
*Battlefield Award – given for victory in battle and siege of cities.
Ability: Elite Corps (maximalizes the armor and weapons of units in target area)
*Naval Award – given for building Shipyards and ships, and destroying enemy shipyards and ships.
Ability: Lighthouse (reveals all enemy shipyards and non-combat ships)
*Economy Award – given for the holding of resources and trade routes
Ability: Feudalism (generates a trickle of resources that is increased by every Town Hall held, for three minutes)
*Loyalty Award – given for training leaders, factional unique units, and sticking to your faction's principles.
Ability: Holy War (all units temporarily become Holy Warriors, being immune to conversion and influence and being stronger vs. clergy and other Holy Warriors)

Resources
Replacing population, the central maintenance resource is now Wealth. Town Halls generate 10 wealth, and amount that may double and triple if the Town Hall has farms and temples in it's range and therefor grows. Trade routes each generate 2 Wealth, and having natural resources such as metals, crystals, and herds of animals in your Town Halls' range also increases Wealth. Food is the true main resource, generated by Peasants creating and working farms in Town Halls' ranges, and Fishing Boats\Ships fishing in the sea. The next resource is Faith, generated by Chaplain type clergy units, working over Peasants or Town Halls. Additionally, Priesthood is a pop resource used for training clergy units.

Leaders
In general, there are no leader types in Age of Faith II. The only leader available is the Master. Each faction's Masters have skills fit to that faction. However, the first player of a certain faction that receives the faith award may also train the patron of that faction.

Imprisonment
By building a prison, you can invoke (in certain situations) the ability to imprison an enemy leader. Leaders can be released by payment of that player, or you can choose to torture them. Tortures are not very expensive, and they may reveal things such as resources counts, trade-routes, or diplomatical stati of the owner of the tortured.


Universal Units
The universal units are available to all factions.

Town Hall units:
Peasant
Worker unit. Builds structures, harvests food, and is used to the gathering of Faith by Priests. Has food-harvesting skill, construction skill, and repair skill.
Scout -> Spy(Crusade) -> Assassin(Imperial)
Fast-moving unit with large LOS. Scout has LOS skill. Spy has stealth skill (invisibility), and LOS skill. Spies and Assassins can also use 'Contamination' to damage units surrounding target, or 'Fire' to destroy farmlands. Assassin also has Assassination skill to improve the ability that kills a given target.

Market units:
foot Merchant -> Horse Merchant(Crusade) -> Merchant Caravan(Imperial)
Merchandise unit. Used to travel between markets, holding two Wealth point, or delivering tribute to other players. Has cargo skill, Horse\Caravans also have health skill, and Caravan also has movement-speed skill.

Monastery units:
Monk
Basic clergy unit. Used to research techs at Temples, or reconstruct ruins. Has research skill, and reconstruction skill.
Priest
Basic clergy unit. Works over Peasants or Town Halls to gather Faith resource. Has gather-rate skill, and anti-convertional skill.
Cleric(Founding) -> Preacher(Crusade)
Clergy unit used to enhance nearby units. Has movements-speed, work\attack-speed, and morale skills, all which affect nearby units. Cleric can only affect Peasants, but Preacher can affect soldiers aswell.
Chaplain(Founding)
Classic clergy unit. Used to convert other units. Has conversion-strength skill, conversion-range skill, and power skill.
Patron(Castle)
The most powerful clergy unit. Used to research techs(not as good as Monks), reconstruct ruins, gather Faith(not as good as Priests), enhance nearby clergy units, convert enemy clergy and masters, and reduce taken influence. Has enhancement skill, anti-convertional skill, and anti-influential skill.

Barracks units:
Medieval Infantry -> Swordsman(Founding) -> Longswordsman(Castle) -> Soldier(Imperial)
Basic hand-to-hand infantry unit. Good vs. archers and other infantry, and especially effective in large numbers. Has block-ability-improving skill and critical-strike skill.
Spearman(Founding) -> Pikeman(Crusade) -> Halberdier(Imperial)
Slow but rather strong infantry hand-to-hand unit. Perfect vs. cavalry. Has anti-cavalry-stand-ground skill, and attack-rate skill.
Captain(Castle)
Good infantry command unit; armed with sword and shield, Captains are especially strong in hand-to-hand combat vs. other infantry, and are very skillful fighters. Has anti-infantry skill, armor skill, and a skill to increase the attack-speed of nearby units.
Zealot(Crusade)
Holy Warrior; immune to influence, strong vs. clergy and other holy warriors. Has a rapid attack-rate, but low armor. Zealots are especially useful against holy warriors. Has movement-speed skill and armor skill.
Arquibusier(Castle) -> Musketeer(Imperial)
Strong gunpowder unit. Though not very accurate at first, and long-cooldown, they are very strong vs. cavalry and buildings. Has accurate-shot skill, and movement-speed skill.

Archery Range units:
Skirmisher
Basic ranged unit; unavailable from Castle age onwards. Good vs. other archers. Has anti-archery skill.
Archer(Founding) -> Crossbowman(Crusade) -> Arbalest(Castle)
Main archery unit. Strong vs. infantry and cavalry alike. Has attack-range skill, poison-arrow skill, and flaming-arrow skill.
Vassal(Crusade)
[whisper]Holy Warrior; immune to influence, strong vs. clergy and other holy warriors. Strong long-ranged archer. Good vs. civilian targets such as clergy units or buildings. Has flaming-arrow skill and vertical shooting skill.

Stables units:
Light Horseman(Founding) -> Raider(Crusade) -> Lancer(Castle) -> Imperial Lancer(Imperial)
Light mounted unit especially strong vs. archers and infantry. Good at breaking anti-cavalry defenses before the mass of the army attacks. Has charge-bonus skill, movement-speed skill, and Lancer\Imperial also has anti-infantry skill.
Heavy Horseman(Founding) -> Cavalier(Crusade) -> Chevalier(Castle) -> Dressagier(Imperial)
Heavy mounted unit especially strong vs. other cavalry and buildings. Good at combating enemies hand-to-hand rather then charging through them. Has anti-convertional skill, armor skill, and Chev\Dress also has block-ability-improving skill.
Mounted Skirmisher(Founding) -> Mounted Archer(Castle) -> Mounted Gun(Imperial)
Mounted ranged unit. Very effective against formations of infantry and particularly in open-fields, where there is room to maneuver. Has attack-rate and accurate-shooting skills.
Knight\Camel Rider(Crusade)
Holy Warrior; immune to influence, strong vs. clergy and other holy warriors. Basically finds the balance between heavy cavalry and light cavalry. Useful against every unit, but not uniquely powerful against any. Has health skill, critical-strike skill, and a skill to take-away clergy\masters' power.

Workshop units:
Light Ram(Founding) -> Heavy Ram(Crusade) -> Iron Ram(Castle)
Basic hand-to-hand siege unit. Has siege skill, attack-rate skill, and Iron also has arrow endurance skill. Unavailable after Castle age.
Siege Tower(Founding)
Effective tower used to bypassing and\or undermining walls and Castles using infantry. Unavailable after Crusade age.
Mangonel(Founding) -> Catapult(Crusade) -> Bombard(Imperial)
Long-ranged siege unit. Rather weak damage, but very long ranged. Has attack-range skill, siege skill, and Can\Bomb also has area-of-damage skill.
Balista(Founding) -> Serpentine(Castle) -> Artillery(Imperial)
Short-ranged weapon used mostly against units. Particularly effective against masses of infantry or archery. Has armor skill, area-of-damage skill, and Artillery also has vertical-shooting skill.
Trebuchet(Crusade)
Though not as long-ranged as the Mangonel, the Trebuchet delivers a great deal of damage. Can easily bash through walls and buildings; but needs to be set-up first. Has set-up-speed skill, siege skill, and flaming-bolts skill.

Dock units:
Fishing Boat -> Fishing Ship(Castle)
Used to harvest food from fish in the sea. Has work-rate skill, gather-amount skill, and Fishing Ship also has armor skill.
Transport Ferry(Founding) -> Transport Cog(Crusade) -> Transport Ship(Imperial)
Used to transport units across waters; and transport tribute to other players using docks. Initially has LOS skill, Cog also has movement-speed skill, and Ship also has Cargo skill.

Shipyard units:
Frigate(Founding) -> Carrack(Crusade) -> Sloop(Castle) -> Privateer(Imperial)
Light combat ship; does well against units, but less against other ships. Has attack-range skill and movement-speed skill.
Fireship(Crusade)
Basic anti-ship. Fires rapidly and can easily defeat any ship. Does ok against land units, too. Has fire-rate skill, flaming-attack skill, and vertical attack skill. Unavailable after Crusade age.
Suicide Cog(Castle)
Suicidal ship; perfect vs. other ships and great vs. land targets. Skill grows with hits-taken rather then delivered. Has flaming-attack skill, area-of-damage skill, and health skill.
Siege Ship(Crusade) -> Battleship(Castle) -> Cannonship(Imperial)
Heavy, armored, slow ship; good against other ships and deadly vs. buildings. Initially has siege skill, Battleship also has vertical-attack skill, and Cannonship also has multiple-attack skill.

The Factions
There are seven playable factions in Age of Faith II, each with it's own principles that define it's gameplay, it's own unique units, and own masters.

The Knight Templars

Religion: Catholic Christian
Principles:
*Keep the four divisions (farmers, knights, sergeants, chaplains) separated – mixed groups reduce morale
*Preserve Temples – temples and monasteries are more expensive and grander
*Preach to the commoners – Peasants are very easy to rebel if not always kept under direct clergic influence

Home Base: Laon, France
Patron Saint: Bernard of Clairvaux (strong warrior)
Grandmaster: Baron Peter Montago
Faction Special: Banking (Temples and Monasteries increase Wealth)
Faction bonuses: -20% cost and build time for Knight, Cavalier, Chevalier, and Dressagier, +10% Castle and Tower range and attack, +50% Temple and Monastery health.
Masters: Sir Robert Crayon, Sir Odo of Amand, Sir Herman Grosse, Robert the Bruce
Unique Units:
Crusader – Holy Warrior; immune to influence, strong vs. clergy and other holy warriors. Has anti-influential and siege beneficent skills. Ages Crusade+.
Sergeant – light cavalry trained at barracks. The most basic and essential Templar unit. Has speed-boosting, arrow-resisting, and horde-bonus skills. Ages Founding+
Templar – clergy unit. Particularly effective at reconstruction. Has a skill that boosts movement while carrying a relic. Ages Founding-Castle.
Farmer – A unit similar to Preacher clergy. Speeds-up nearby Peasants. Doesn't cost priesthood. Ages Barbarian-Crusade.
Master – Knight Templars' masters are slow but heavily armored. They have a skill that helps defenses, a skill that speeds-up research, and a skill that benefits the economy.

The Knight Hospitallers

Religion: Catholic Christian
Principles:
*Hospitalize you own men (troops can be healed by Hospitals)
*Hospitalize your allies and friends (use Hospitals as bargaining tools in diplomacy)
*Protect the Weak (defend your Peasants)

Home Base: Valletta, Malta
Patron Saint: John the Baptizer (has powerful healing skills)
Grandmaster: Lord Gerard the Blessed
Faction Special: Hospital (special building that heals nearby units)
Faction bonuses: -20% cost and build time on all structures, +15% health for Peasants, +20% armor for Medieval Infantry, Swordsman, Longswordsman, Soldier, and Captain.
Masters: Sir Gaston Murols, Sir Guarin Montago, Lord Richard Caraciollo, Sir John Caeser
Unique Units:
Paladin – Holy Warrior; immune to influence, strong vs. clergy and other holy warriors. Has counter-cavalry, and charge bonus skills. Ages Crusade+.
Healer – clergy unit. Can heal friendly units. Ages Barbarian+.
Lieutenant – Leader infantry unit; has skill to enhance the performance of nearby units. Skill does not affect or stack with other lieutenants and masters. Ages Imperial+
Ram-Ship – Powerful assault ship that can attack ships and buildings from mellee range. Has attack-speed boosting and self-regeneration skills. Ages Barbarian-Crusade.
Master - Hospitallers' masters are weak but fast. They have a skill that heals nearby units, a skill that speeds-up the attack-speed of nearby units, and a skill that speeds-up the construction of a target building.

The Guardia Nobile

Religion: Catholic Christian
Principles:
*Protect the home-city at all cost (lose morale if capitol is damaged or destroyed)
*Protect the Master at all cost (lose morale if Master or Saint are killed)
*Professionalize and discipline the troops (upgrades are cheaper and faster)

Home Base: Vatican, Rome
Patron Saint: Constantine the Founder (clergy; very influential)
Grandmaster: Popellus Nicholas XI
Faction Special: Religious State (take 25% less influence and +25% loyalty)
Faction bonuses: -20% cost and build time for clergy units, -20% cost and research time for philosophies, receive 1 Monk when completing a Temple
Masters: Cardinal Cesar Borge, Cardinal Charles Borromeo, Cardinal Henry Beufort, Cardinal Frank Cisneros
Unique Units:
Mercenary – Heavy infantry unit; armed with a pike. Has anti-cavalry skills. Ages Barbarian-Castle.
Swiss Guard – Holy Warrior; immune to influence, strong vs. clergy and other holy warriors. Has accurate-firing and morale-stabilizing skills. Ages Castle+
Deacon – Powerful clergy unit; has clergy-converting, technology-researching and speed-boosting skills. Ages Crusade+
Artisan – Worker-type unit; cannot earn resources but can build structures faster.
Master – The Noble Guard's masters are clergy-like. They have a skill to convert enemy units, a skill that increases the loyalty of nearby friendly units, and skill that supplys the player with more Clergy pop.

The Inquisition (or “inquisitionary forces”)

Religion: Catholic Christian
Principles:
*Take no prisoners (there are no prisons or imprisonment for Inquisition players)
*Death to all infidels (morale bonus for killing non Catholic-Christian clergy)
*Burn all heretics (influence stamina is low. Once your outreach only begins to convert, they must be killed)

Home Base: Castile, Spain
Patron Saint: Dominic de Guzman (empowers economy)
Grandmaster: Queen Isabella
Faction Special: God's Own Sling (Mangonels, Catapults, and Trebuchets, fire 300% faster, making them effective vs. fleeing troops)
Faction bonuses: +10% Peasant health, +10% Peasant attack strength, -20% cost and build time for all ships, -20% cost and build time for Mangonels, Catapults, Trebuchets, Scorpions, and Balistas.
Masters: Prince John Aviz, Prince Edward the Eloquent, Prince Emmanuel the Fortunate, Cardinal Henry
Unique Units:
Inquisitor – Heavy infantry swordsman; has anti-influential and rapid-attack skills. Ages Founding-Imperial.
Executionier – Light mounted unit; has stealth and charge-bonus 'beheading ability' skills. Ages Crusade+
Conquistador – Holy Warrior; immune to influence, strong vs. clergy and other holy warriors. Medium cavalry unit with ranged gunpowder attack. Has attack-range and anti-influential skills. Ages Imperial+.
Explorer Ship – Fast ship with a large LOS. Has LOS-increment and speed-boosting skills. Good for scouting. Ages Founding+
Master – The Inquisition's masters are medium in strength, but very stealthy. They have a skill to increase their invisibility power, a skill to improve their special 'knife attack', and a skill to improve their special 'sabotage' ability, which temporarily neutralizes a target building.

The Jihad

Religion: Sunni Islam
Principles:
*Show no mercy (attack the enemy when they are weakest)
*Total warfare (use everything you have against your enemies; including peasants and animals)
*First offer the religion, then enforce it (lose morale if declaring war without previous relations)

Home Base: al Medina, Arabia
Patron Prophet: Muhammad (good warrior; strong against clergy and holy warriors)
Grandmaster: Salah a-din (known as 'Saladin')
Faction Special: Holy War (a special mode that has a long cooldown. In this mode, every soldier dying increases the morale of nearby troops)
Faction bonuses: immune to weather effects, receive one scout when a Barracks is completed, -20% cost and build time for Skirmishers, Archers, Crossbowmen, Arbalests, and Mounted Archers.
Masters: Omar the Wise, Emir Sabah the Strong, Ali Shia, Saif a-din Qutuz (also known plainly as 'Qutuz')
Unique Units:
Shahyd – Holy Warrior; immune to influence, strong vs. clergy and other holy warriors. Has speed-boosting and attack-speed-boosting skills. Ages Crusade+.
Mameluke Cavalry – Mounted archer on a camel; has firing-range increment, short-range bonus, and trampling skills. Ages Crusade+.
Sheik – Patron type clergy unit. Converts other clergy, researches techs, and aids nearby clergy. Has attack skill, power skill, and a skill to improve special 'anti-conversion shield' ability. Ages Castle+.
Camel Merchant – Instead of Horse-Merchant in Crusade age; has greater health and armor. Ages Crusade-Castle.
Camel Caravan – Instead of merchant-caravan in Imperial age; has greater health and armor. Ages Imperial+.
Master – The Jihad's masters are strong, fast warriors mounted on camels. They are good both independent and with troops. They have a skill to increase their attack-speed, a skill to improve their blocking capabilities, and a skill that increases their health regeneration.

Shambhala Buddhists

Religion: Buddhist
Principles:
*You must lose in-order to gain (Peasants are more expensive, but harvest and work better)
*Strength is achieved by enlightenment (masses of soldiers are useless. But small groups of experienced soldiers are powerful)
*Achieve Nirvana (meditate as many men as possible. Including Peasants and clergy units.)

Home Base: Lumbini, India
Patron Buddha: Siddhartha Gautama (stealthy. Gains experience lightning-fast.)
Grandmaster: sadhus Ananda
Faction Special: Meditation (this ability can be performed by any unit to regenerate health and even gain experience)
Faction bonuses: hand-to-hand infantry start-off in 'experience level 2', age-up techs are 10% cheaper and faster to research.
Masters: Ashoka the Great, Guru Brhadrata, Guru Kanishka, Lama Atisha
Unique Units:
Warrior Monk – Instead of Monk; still a main tech researcher, but better at fighting. Ages Barbarian+.
Martial Adept – Holy Warrior; immune to influence, strong vs. clergy and other holy warriors. Has martial-arts skill, and a skill that increases armor during meditation. Ages Founding+.
Buddha – Enlightened one. A Peasant becomes a Buddha by meditating alot. He then has greater loyalty and health. Ages Barbarian+.
War Elephant – Great armored beast good against buildings and anything that gets in it's way. Has anti-convertional and siege skills. Ages Castle+.
Elephant Merchant – Instead of Merchant Caravan. Has greater health and can resist weather and terrain conditions. Ages Imperial+.
Master – Shambhala Buddhists' masters are ok warriors, but can become great warriors if gaining enough experience. They are invisible during meditation. They have a skill to increase experience-gain-rate, a skill to increase attack-speed, and a skill to increase block-ability frequency.

The Campaign
*Note: the AoF2 campaign is purely fictional, though it is based on factual themes and historical characters.

The story takes place after the founding of the Ecotheistic religion. Inidou, the founder of the religion, believed that the earth and the 'invisible thing' were talking to him; though many considered him a madman, he gathered some followers. Now he was taken by the Inquisition with the rest of his disciples, condemned of witchcraft by the new Popellus Nicholas XI (who rose to power following the assassination of the last Popellus.

Fyor, Inidou's most trusted disciple and his apprentice, is imprisoned in an Inquistionary camp in the French countryside, awaiting to be torched at dawn. He meets some Knight Templars, and their grandmaster, ex-Baron Peter Montago, as fellow prisoners. He tells Fyor that a man named Nogaret was the one to assassinate the old Popellus, and that he did it in-order for the new one to accuse the Knight Templars of heresy. Together, they escape the prison-camp, assemble more knights and make their attack to liberate the camp. Fyor and Peter Montago then make their way to the shore. They are chased-down by the Inquisitionary master, capitan Chezar Cortes. When they arrive at the port-town and prepare to make their escape, Chezar Cortes brings a devision of Trebuchets and begins bombardment of the docks. Heroically, Peter Montago takes the remnants of his once great order, and engages in a secretive nighttime attack to destroy the siege machines. He then surrounded and killed.

Fyor arrives at Palestine, where he encounters a very young commander named Qutuz. He saves Qutuz from a party of crusaders, and Qutuz is grateful. Under the support and aid of Qutuz's king, Saladin, they continue fighting the crusaders until they drive them back to the sea. They then prepare their final attack at the regrouping crusader forces around Italy, and invade the area. After much battling against the crusaders and the Hospitallers, Fyor asks for a small taskforce, and enters Italy with Qutuz. They search for the execution-site of Fyor's old mentor, Inidou. But all they find is another secret Inquisitionary fortress in the forests. They assault the stronghold and take it, capturing capitan Chezar Cortes in the way. Cortes starts speaking of a dark conspiracy, involving Nogaret and the new Popellus, but he is killed by a Guardia Nobile sharpshooter. The small Jihad company is then ambushed by three battalions of the Guardia Nobile, and barely manage to escape.

Fyor sends Qutuz east, to seek the help of 'the balanced people', while he was returning to the mediterranean islands. He convinces Saladin and Lorenzo king of Sicily to help him against the corrupt Popellus Nicholas XI. They storm the Vatican, and when they are about to besiege the Popellus' own palace, a shot is heard and all the guards leave their posts and enter the building. An assassin has been sent by Nogaret to kill the popellus, but he failed. Realizing the Nogaret was not his friend, Nicholas XI confessed to Fyor that his late mentor, Inidou, was the one to find that balance was a good substitute to control. And without control, you don't need to be controlled. Therefor, the church will lose it's power. Nogaret was in-charge of a secretive church sect who's mission was to control the masses through religion. Fyor then embarks on a harsh journey north-eastwards, to the lands of the slavs. Unfortunately, he doesn't realize that he's the one being controlled, as his force enters an ambush by Nogaret's 'army of the dead'.

Meanwhile, in the east, Qutuz has arrived in the land beyond the Hindu-Kush mountains. He then learns the ways of Buddhism, which are greatly alike to Ecotheism. He embraces the teaching of the Buddha, and tells the warrior monks Shambhala that the balance is in danger. On their way to the west, they suddenly find themselves observing a battle raging on in the valley beneath them. A small camp of Knight Hospitallers is harassed and brutalized by an enormous combines force of the Inquisition and the Guardia Nobile. They combat the Inquisition and the Guardia Nobile, but are too late. When they arrive at the Hospitallers' camp, all they find is a dying man. He says he is king Lorenzo, and that Fyor desperately needs reinforcements at the the slavic lands to the north.

Qutuz arrives just in time, and the combines forces of all religions join-up against Nogaret and his cult. They all have different faiths, but a common belief – the belief in the triumph of good.


Maps and Modes
There are six terrain type options for the maps.
temperate(green)
cold(slavic lands)
frozen(ice)
arid(desert)
tropical(jungle)
warm(cross between temperate and arid).

There are ten map types:
*Skirmish(open-field plains)
*Arena(players are positioned in highlands separated by open-field plains)
*Valley(lowland surrounded by mountains)
*Expedition(dense woods and many ruins&relics)
*Cityscape(central city is the main battlefield surrounded by countryside bases)
*Archipelago(mainland surrounded by water on all sides)
*Mediterranean(land surrounding central water)
*River Crossing(rivers separate all players from each-other)
*Continents(map consists of multiple-player large islands)
*Island(map consists of single-player small islands)

There are seven game modes:
*Skirmish(annihilate enemy players to win)
*Capitols(capture enemy capitols to win)
*Gold Rush(accumulate xamount of resources or to win)
*Ancients(reconstruct xamount of ruins and\or capture xamount of relics to win)
*King of the Hill(control and hold a certain point on the map to win)
*Conversion(influence other players, convert units, and control cultures to win)
*Protestants(survive the horrible wave of this new 'neutral' religion that influences everyone)


--Upcoming:
Age of Faith II: Way of the Worshiper ---- Expansion Pack

Days of the East

World War Three


(\__/)
(O.o )
(> < )This is bunny. Copy bunny into your siginature to help him on his way to world domination!
Replies:
posted 01-04-06 02:35 PM EDT (US)     1 / 14  
This is a wonderful game design. I like the idea of forcing enemy civs to "convert" to your side through skill and cunning. I don't like the fact that of 7 civ factions, 5 are christian. Do a little more research about the other faiths (where's Judaism?) and come up with more civs for them. Did you know Saladin was a Kurdish Muslim, not Sunni? Also, as Buddhism is a pacifist faith, it really doesn't make sense as a war-game faction. Perhaps Hinduism is a better choice, because of the great clashes between Hindus and Muslims.

Factions could come from any of these faiths:
Roman Catholocism
Eastern Orthodox Christianity (think: Byzantines)
Paganism (there are many smaller religions under this category)
Kurdish Islam
Shia Islam
Sunni Islam
Hinduism (are there mini-factions in this one too? I admit ignorance)
Judaism

There's 8 right there. I'll be damned.

Hey, I also like the awards. It's like RPG-leveling meets AOM God Powers!

[This message has been edited by Mythos_Ruler (edited 01-04-2006 @ 02:35 PM).]

posted 01-04-06 06:29 PM EDT (US)     2 / 14  
Truly worthy of being an Age of game. Glad to have you back and designing awsome games! Although like Mythos_Ruler said I'd like to see more non-christians like some buddhist fighting monks and such.

Cosmopolitan? Check.

[This message has been edited by Yamato Take (edited 01-04-2006 @ 08:29 PM).]

posted 01-05-06 03:18 AM EDT (US)     3 / 14  
I think Kurdish is a form os Sunni. If not, it's definetly Shie, but they aren't a total different branch on their owns.
posted 01-05-06 07:17 PM EDT (US)     4 / 14  
Regarding Kurds, Shia, and Sunnis, you may well be correct, however they are different enough in religious doctrine and ethnicity to cause sectarian and ethnic violence. The Kurds have also been fighting their fellow muslims for centuries now to gain a country of their own. Good enough, methinks, to give them a faction in the game.
posted 01-06-06 00:06 AM EDT (US)     5 / 14  
great work, must have taken u a while though. u should get into game design and go make ur own version of it. heres an original idea, u should call it "age of faith 3." wow, am i good or what!
posted 01-06-06 05:14 AM EDT (US)     6 / 14  
I'm really sorry to say I am still very much against making religion a defining factor of a game. Especially with all the discrimination going on in the world. Having four Catholic civs and one Islamic civ and one Buddhist civ is just as bad.
Lastly, why don't you just scrap your old idea and put this one up as the original Age of Faith. It makes hardly any sense to base a sequel on a game that doesn't exist.
Once again, sorry for being the pessimist.

★★★★★
posted 01-07-06 10:00 AM EDT (US)     7 / 14  
yeah this game would stir up far too much religious hatred.

good idea, but no.

posted 01-07-06 01:21 PM EDT (US)     8 / 14  
I am sick of that tack of thinking. Everyone says that, but no actually offended people come to post! lmao! Where are these offended people?!?! Let them speak! Lastly, should we even CARE?
posted 01-08-06 08:18 AM EDT (US)     9 / 14  
I for one am offended...

(See previous post by me)


★★★★★

[This message has been edited by Shala_LoL (edited 01-08-2006 @ 05:18 PM).]

posted 01-08-06 11:24 AM EDT (US)     10 / 14  
posted 01-08-06 12:22 PM EDT (US)     11 / 14  
I am offended as the first age is the Barbarian age which is when all of them are pegans and you are calling them babarians when I am a pegan.

(\__/)
(O.o )
(> < )This is bunny. Copy bunny into your siginature to help him on his way to world domination!
_.+._
(^\/^\/^)
\@*@*@/
{_____}
posted 01-08-06 01:23 PM EDT (US)     12 / 14  
Age of Faith II:
Way of the Worshiper
expansion pack

Major Changes
Units now have a max of 4 skills, rather then 3, so all leaders definetly gain another skill. Most leaders gain a skill that increases the loyalty of units around them.
Additionally, Peasants, Scout units, and clergy units can now also be upgraded at the armory.

Major Additions
This is the biggy! Apart from four, great new factions available, and three whole-new awards, there is also a new age! ; apart from that, each faction receives a second 'factional special', and plenty of new factional units. There are several new universal units, and two entirely new universal buildings:
The Academy (researches skills!)
and The Shrine (revives slain leaders!)
And if your my kind of person then – duh! of-course there is a new campaign!

Resources
First off, there are now 'Trade Cog' ships who can travel from Dock to Dock, generating two points of Wealth. Secondly, if a Market is part of at-least five trade-routes (and at-least used by 3 players) then it becomes a Central Market, and generates five points of Wealth on it's own (plus better prices!). Also, if a general path is used by at-least five trade-routs, it becomes a Trade Road, and benefits anyone who's city-range covers parts of it with more Wealth.

Awards
There are three new awards, each with a reputation bonus (in diplomacy), and a powerful ability when activated.

*Diplomacy Award – given for having allies, holding foreign trade routes, and generating influence.
Ability: Heading Culture (take no influence from allies for ten minutes)
*Fortification Award – given for buildings walls, towers, and castles.
Ability: Great Wall (makes walls invincible for three minutes)
*Knowledge Award – given for researching technologies and philosophies, and upgrading units.
Ability: Science (techs research temporarily faster and cheaper)

All new Revolution age!
The Revolution age opens exciting new possibilities, with better units, ships, guns, priests, and even Air Balloons! New technologies enable gaining more resources then ever, and units are stronger and greater.


New Universal Units

Town Hall units:
Conscript -> Militia(Crusade) -> Minuteman(Imperial)
Cheap and fast trained military unit; Good for surprise attacks against civilian bases. Long ranged, rather strong, but slow. Has attack-range skill, and researchable movement-speed skill.
Thieve(Crusade)
Special ops unit; stealthy, slow, and effective. Approaches enemy Town Centers and Markets to steal their food. Has stealth skill, and researchable stealing-amount and attack skills.
Air Balloon(Revolutionary)
Flying scout unit. Excellent at reconnaissance. Has anti-tirbulance skill, LOS skill, health skill, and researchable stealth skill.

Monastery units:
-> Archbishop\Sheik\Llama\Guru\Skald\High Priest (Revolutionary)
Upgrades from Patron. The most powerful clergy unit. Used to research techs(not as good as Monks), reconstruct ruins, gather Faith(not as good as Priests), enhance nearby clergy units, convert enemy clergy and masters, and reduce taken influence. Has enhancement skill, anti-convertional skill, anti-influential skill, and 'bless' ability skill.
Worshiper(Castle) -> Disciple(Revolutionary)
Clergy unit; can empower markets to perhaps provide more Wealth, farms to provide more food, Town Centers to provide more faith, and armories to upgrade faster.

Barracks units:
-> Assault Soldier(Revolutionary)
Upgrades from Soldier; Hand-to-hand infantry unit. Good vs. archers and other infantry, and especially effective in large numbers. Has block-ability-improving skill, critical-strike skill and researchable arrow-resistance skill and anti-convertional skill.
-> Commander(Revolutionary)
Upgrades from Captain; good infantry command unit; armed with sword and shield, Lieutenants are especially strong in hand-to-hand combat vs. other infantry, and are very skillful fighters. Has anti-infantry skill, armor skill, a skill to increase the attack-speed of nearby units, and researchable attack-speed skill.
Hand-Cannonier(Revolutionary)
Strong infantry gunpowder unit. Very slow but strong. Has vertical-attack skill, and researchable area-of-damage skill.

Archery Range units:
Slinger
Basic ranged unit; unavailable from Crusade age onwards. Good vs. infantry. Has anti-infantry skill.
-> Rebel(Revolutionary)
Upgrades from Vassal; holy Warrior; immune to influence, strong vs. clergy and other holy warriors. Strong long-ranged archer. Good vs. civilian targets such as clergy units or buildings. Has flaming-arrow skill, vertical shooting skill, and researchable anti-clergy skill.
Firelancer(Castle) -> Grenadier(Revolutionary)
Great archery-gunpowder hybrid. Effective at defense and offense alike. Has moderate speed and armor, and strong attack. Possesses flaming-arrow skill, researchable siege skill, researchable health skill, and researchable block-ability-piercing skill.

Stables units:
-> Hussar(Revolutionary)
Upgrades from Imperial Lancer. Light mounted unit especially strong vs. archers and infantry. Good at breaking anti-cavalry defenses before the mass of the army attacks. Has charge-bonus skill, movement-speed skill, anti-infantry skill, and researchable morale skill.
-> Heavy Brigadier(Revolutionary)
Upgrades from Dressagier. Heavy mounted unit especially strong vs. other cavalry and buildings. Good at combating enemies hand-to-hand rather then charging through them. Has anti-convertional skill, armor skill, block-ability-improving skill, and researchable morale skill.
-> Dragoon
Upgrades from Mounted Gun. Mounted ranged unit. Very effective against formations of infantry and particularly in open-fields, where there is room to maneuver. Has attack-rate skill, accurate-shooting skill, movement-speed skill, and researchable health skill.

Workshop units:
-> Howitzer(Revolutionary)
Upgrades from Bombard. Long-ranged siege unit. Rather weak damage, but very long ranged. Has attack-range skill, siege skill, area-of-damage skill, and vertical-attack skill.
Culverin(Castle) -> Defense Gun(Revolutionary)
Primary defensive gun. Good against infantry and cavalry. Has long cooldown, which slowly decreases while firing and standing ground in the same time. Has accurate-shooting skill, vertical-shooting skill, researchable area-of-damage skill, and researchable anti-convertional skill.

Dock units:
Trade Ferry(Founding) -> Trade Cog(Castle)
Merchandise unit. Used to travel between docks, holding two Wealth point, or delivering tribute to other players. Has cargo skill, Cog has armor skill, and Cog can has researchable movement-speed skill.

Shipyard units:
-> Ironclad(Revolutionary)
Upgrades from Privateer. Light combat ship; does well against units, but less against other ships. Has attack-range skill, movement-speed skill, and anti-convertional skill.
-> Armored Cannonship(Revolutionary)
Upgrades from Cannoship. Heavy, armored, slow ship; good against other ships and deadly vs. buildings. Has siege skill, vertical-attack skill, multiple-attack skill, and armor skill.
Missionary Ship(Imperial)
Clergy ship. Converts other units, especially ships, and enhances surrounding ships. Has conversion skill, enhancement skill, and power skill.


Factional Updates(old factions)

Knight Templars
New special: Loaning (special diplomatic feature)
New units:
Fanatic – Infantry unit; fast attack rate, but low armor. Has attack-rate skill, critical-strike skill, and researchable block-ability-improving skill. Ages Founding-Castle.
Carbanier – Mounted ranged unit; short-ranged, but gunpowder. Good vs. other mounted ranged units. Has attack-range skill, and researchable morale skill. Ages Imperial+.

Knight Hospitallers
New special: University (special research building)
New units:
Medic – Upgrade of healer. clergy unit. Can heal friendly units. Ages Castle+.
Landlord – A unit similar to Preacher clergy. Speeds-up nearby Peasants. Doesn't cost priesthood. Ages Crusade+.

Guardia Nobile
New special: Monuments (power that instantly reconstructs a ruin in your favor)
New units:
Flying Machine – it's time the great Leo Da Vinci gets some tribute. Instead of Air Balloon. Ages Revolutionary.

The Inquisition
New special: Miracle of Fire (power can be temporarily activated to give hand-to-hand units flaming weapons)
New units:
Missionary - Upgrade of Chaplain. Used to convert other units. Has conversion-strength skill, conversion-range skill, power skill, and movement-speed skill. Ages Imperial+.

The Jihad
New special: Dar-al-Salam (extra influence vs. Muslim players)
New units:
Amir - Instead of Commander; good infantry command unit; armed with two sword, especially strong against archers. Has anti-archery skill, anti-arrow skill, a skill to increase the attack-speed of nearby units, and researchable attack-speed skill.

Shambhala Buddhists
New special: Statues (special enhancing building that can be constructed)
New units:
Yogi – Scout unit. Has rather small LOS, which increases during meditation. Has meditation skill, and movement-speed skill. Ages Founding+.

New Factions
Four new factions are available: the roughless, polytheistic Vikings ; the firm, majestic Janisary ; the warlike, cunning Sikhs ; and the barbaric, zealous Aztecs ;

The Vikings

Religion: Nordic Polytheistic
Principles:
*Loot and reave (develop 'Pillaging' skill)
*Fight by foot (infantry-only formations receive morale bonus)
*Invade by sea (Ships are faster)

Home Base: Stockholm, Scandinavia
Patron Hero: Folkung
Grandmaster: Jarl Birger Magnuson
Faction Special: Pillaging (special skill for all military units. Gains resources by attacking buildings and machines)
Second Special: Dragonships (ships are holy warriors)
Faction bonuses: -25% cost and build time for ships, +15% attack speed for infantry, +10% loyalty for infantry
Masters: Eric the Red, Jarl Theodorus, Jarl Fothir, Jarl Wodenmisten
Unique units:
Berserker - Holy Warrior; immune to influence, strong vs. clergy and other holy warriors. Has no armor, but an extremely fast attack-rate. Has anti-archery skill, anti-infantry skill, and researchable attack-speed skill. Ages Founding-Castle.
Axe-Thrower – Short-ranged archery unit. Trained at Barracks. Great vs. infantry, poor vs. other archers. Has multiple-attack skill, and armor skill. Ages Founding-Castle.
Assault Horseman – Fast mounted unit with slow attack-rate. Armed with axe. Good vs. infantry, but weak vs. other cavalry. Has critical-strike skill, movement-speed skill, and researchable morale skill. Ages Crusade-Imperial.
Sentry – Slow, armored gunpowder infantry armed with light gun. Good resistance against surprise attacks. Has armor skill, and accurate-shooting skill. Ages Castle+.
Longboat – Fast, large transport ship with poor but existent weapon capabilities. Has cargo skill, stealth skill, and researchable multiple-attack skill. Ages Castle+.
Master – Vikings' masters are fast-moving, but extremely weak. When loaded onto a ship, becomes Admiral Flagship, a very powerful ship capable of enhancing other nearby ships. Has armor skill, ship-enhancing skill, and siege skill.

The Janissary Corps

Religion: Sufi Islam
Principles:
*The Sultan leads the men into battle (leader-presence morale bonus is doubled)
*Boredom encourages revolts (loyalty decreases in times of complete peace)
*Fortifications can be used as an offensive tool (build Castles and Towers near enemy lines)

Home Base: Istanbul, Turkey
Patron Saint: Bektash Wali
Grandmaster: Sultan Suleiman I
Faction Special: Devshirme (a captured enemy building immidietly spawns a Jemat unit)
Second Special: Compensation (whenever a unit dies, 15% of it's food cost is regiven to the player)
Faction bonuses: -20% gunpowder and archery cost and build time, +20% gunpowder and archery health, start out with morale bonus for all units.
Masters: Aga Mustafa Hugan, Aga Muhhamad al Ratj, Aga Balist Cueliph, Aga Curej Attaturk
Unique Units:
Jemat – Strong and disciplined gunpowder unit. Good against infantry and siege units, poor against cavalry. Has attack-range skill, accurate-shooting skill, and researchable siege skill. Ages Castle+.
Sekban – Slow gun unit. Can only fight in 'combat-mode'. Has rapid fire, good against anything but buildings. Has 'combat-mode'-change-speed skill, and attack-speed skill. Ages Revolutionary+.
Apprentice – Worshiper clergy type; can empower markets to perhaps provide more Wealth, farms to provide more food, Town Centers to provide more faith, armories to upgrade faster, and other buildings to train units faster. Ages Crusade+.
Spahi – Holy Warrior; immune to influence, strong vs. clergy and other holy warriors. Light cavalry, also useful against other cavalry. Has charge-bonus-'beheading ability' skill, and movement-speed skill. Ages Founding-Castle.
Master – Janissary's masters are gunpowder units. They have a long range, but are not very fast. They do weak against cavalry, and good against infantry and archery. They have an attack-range skill, a skill to increase their health regeneration, and an armor skill.

The Sikhs

Religion: Sikhism
Principles:
*Respect all religions (never allow the most (or all) of your enemies to be of one religion (christianity, islam, polytheism)
*Naam (gather faith)
*God is one and almighty (Sikh players take less rather then more influence from one another)

Home Base: Lahore, India
Patron Guru: Guru Granth Sahib
Grandmaster: Rani Bibi Nanki
Faction Special: Reincarnation (leaders revive instantaneously)
Second Special: Peaceful Prosperity (food tribute-tax is reduced according to how good your relations are with this player)
Faction bonuses: infantry -20% cost and build-time, armory upgrades -15% cost and build time, Academy upgrades -15% cost and build-time
Masters: Guru Arjan Dev, Guru Har Rai, Guru Amar Das, Guru Gobind Singh
Unique Units:
Tiger – Scout unit. Good at attacking other scouts in early game. When killed, it replenishes 20% of it's food cost. Has attack-rate skill, and LOS skill. Ages Barbarian+.
Khalsa – Holy Warrior; immune to influence, strong vs. clergy and other holy warriors. Has a clergy-like manner, good vs. holy warriors and poor vs. other units. Has attack-rate skill, movement-speed skill, and researchable LOS skill. Ages Founding-Imperial.
Tarkhan – Mounted ranged unit; very effective against formations of infantry and particularly in open-fields, where there is room to maneuver. Has anti-infantry skill, multiple-attack skill, and researchable morale skill. Ages Crusade-Imperial.
Follower - Worshiper clergy type; can empower markets to perhaps provide more Wealth, farms to provide more food, Town Centers to provide more faith, armories to upgrade faster, and clergy units to work better, and leaders to increase their enhancement range. Ages Crusade+.
Raja – Special leader unit. Only available for Battlefield or Economy award. Slow, but good against clergy and archers. Has loyalty-enhancing skill, block-ability-enhancing skill, and researchable enhancement-range skill. Ages Crusade+.
Master – Sikh masters are useful units, especially against holy warriors and priests. They can also do pretty-good in cavalry clashes. Has holy-warrior skill (bonus vs. other holy warriors and clergy), loyalty-enhancing skill, and morale skill.

The Aztecs
[IMG]tbn:WCReI5tnX5MJ:www.crwflags.com/fotw/images/m/mx_fmaz2.gif[\IMG]
Religion: Mesoamerican Polytheism
Principles:
*Artistic Patience (although buildings are pleasant to view, they take longer to build)
*Return of the Gods (reconstructed ruins and recovered relics temporarily increase morale for all units)
*Bloodthirst of the Gods (sacrifice prisoners-of-war)

Home Base: Tenochtitlan, Mexico
Patron Hero: Popocatepetl
Grandmaster: Cuahtemoc (also known as Guatemoc)
Faction Special: Sacrifice (units can be sacrificed at Shrines to win back their full Faith cost)
Second Special: Prisoners of War (leaders in Prisons can also be converted to your side at a symbolic price)
Faction bonuses: all infantry and archery units are invisible when not moving or attacking, -20% cost and build time for Castles and Towers
Masters: Tlatoeni Moctezuma, Tlatoeni Auitzotl, Tlatoeni Quitlauac, Totonac of Cempoala
Unique Units:
Atl-Atl – Instead of Skirmisher. Basic ranged unit; Good vs. other archers. Has anti-archery skill, and researchable poison-arrow skill. Ages Barbarian-Castle.
Eagle Warrior – Light spear unit. Good both as a scout, and as a counter-cavalry unit. Especially good against heavy cavalry. Has movement-speed skill, and anti-cav skill. Ages Founding-Castle.
Jaguar Knight – Holy Warrior; immune to influence, strong vs. clergy and other holy warriors. Heavy cavalry, good against light cavalry and formations of archers. Has charge-bonus skill, attack-rate skill, health skill, and researchable morale skill. Ages Castle+.[/whisper]
Tlacali – Elite Aztec warrior. Extremely strong vs. archers and infantry, and also good vs. buildings. Has armor skill, critical-strike skill, and researchable siege skill. Ages Castle+.
Master – The Aztecs' masters are a useful diplomatical tool. Instead of increasing their fighting capabilities, they improve the economy. Has wealth-skill, clergy-skill, tribute-tax-reduction skill, and influence skill.

THE EXPANSION CAMPAIGN
The expansion campaign takes-off where the original campaign left us; a time of relative quietness in the world's war fronts. The muslims ceased their expansion eastwards, focusing on the mediterranean islands where they signed treaties with the local christians anyway. The Inquisitionary forces were defeated at most, with their captains killed. Now, preparing to settle their final score with the corrupt Popellus Nicholas XI, Fyor and the rest of the Ecotheists (with their Jihadist allies) march on Rome once more.

On the party's way to Rome, however, Fyor branches-off to visit the Knight Templars' cathedral at France. Remembering the sacrifice the Templars made for him, he hopes to restore the order's former glory.

When arriving at the Vatican, Qutuz, Fyor's top lieutenant, observes a medium-sized inquisitionary-camp set-up near the complex. Qutuz leads a small team of men to neutralize the citadel's large defensive guns. Once that is done, the main cavalry force make their assault. They are already familiar with the Vatican's weaknesses. Qutuz then takes his force to the inquisition camp, where they find a women called Bibi Nanki, and her trade party, all from Hindu-Kush.
The Popellus escapes to the west.

With his wealth and influence, Fyor managed to empower the Templar order back to it's former glory in a short amount of time. The Templar women Michelle d'Laon tells him of a legendary treasure, one so great that you can't even think of dreaming of imagining it. Unfortunately, the old Templar grandmaster, Montago, shipped-it away before he committed his life to save Fyor's. However, he sent a messenger to find 'a people that truly know the diversity of faiths' and share the treasure with them. That people knows where it is.

Qutuz and Bibi Nanki, who have grown closer together, cross the alps to meet Fyor and Michelle d'Laon, along with the other Templars. Fyor tells them of the treasure, which causes Bibi to immidietly confess her true purpose. She is of the Sikhs, a 'people who truly know the diversity of faiths'. She, and her supposed 'trade-party' were sent to find the treasure. Unfortunately, they were captured by the inquisition, and one of her men – after much tortue - told the Popellus of the treasure's location.

The force then sales to the new world, but not without being directly hit by a storm on their way. Qutuz and Bibi, with the Sikh part of the fleet, got separated and crashed on the shores of a cold, desolate place. They were attacked and harassed by Vikings, but eventually managed to sale off and regroup with the Templars. This strengthened their love to each other.

They arrive at the new world, where they are greeted by the Aztecs of Tenochtitlan. Initially, the Aztecs also welcome the Spanish party lead by Hernand Cortez (brother of Chezar Cortez), which also includes Nicholas XI and his small squad. After a harsh influence-battle to win the heart of the Aztecs, the Spanish give-up and turn to other tribes. Along with a native women whom Cortez calls Dona Marina, the Spanish win a powerful ally, the Tlaxcala – nemesis tribe of the Aztecs – and gain yet another advantage.

The two forces each separate again. While the Templars (Michelle & Fyor) and the Guardia Nobile (Popellus Nicholas XI) go looking for the treasure, the Inquisitionary force (Cortez and Dona Marina) and the Sikh force (Qutuz and Bibi) prepare to battle. Same is with the Tlaxcala and Aztecs.

After traveling and fighting through the jungle, Fyor and the Templars arrive at a cav in the base of a volcano – where the treasure should be.
Cinematic
Michelle d'Laon suddenly reveals herself as a traitor. So do some of the Templars. Together with the Guardia Nobile, they beat the rest and capture Fyor. He is 'executed' by snake-bite, and left in the rain to die while they enter the cave. When he feels his heart starting to fade, he suddenly gets in touch with the Ecotheistic teachings, and tries to become one with nature and god. He somehow causes the volcano to tumble and the cave to collapse. Also, he is strangely struck by lighting and rejuvenated.


The final showdown is about to begin. In the dark rage of the savage rain, the Spanish-Tlaxcalan forces prepare to make their final attack on the Aztec capital, Tenochtitlan. While the Templars(the ones still loyal and not-corrupted) build ships at their shore-base and protect them, the Aztecs under their emperor Cuahtemoc must secure the way through the jungle for their populace to reach the ships at the Templar base, meanwhile, the Sikhs must defend the city against the terrible siege. The player must choose one of the three roles to play.

Maps and Modes
There are three new terrain types in AoF2: Way of the Worshiper
Salt Marsh (cross between arid, tropical, and cold)
Volcanic (grey ash and liquid magma)
Multi-Climatic

There are also five new map types:
*Famin (dry land with little resources, forests, and water)
*Two Cities (each team has it's bases in a city, cities are separated by countryside)
*Mountain Range (many mountains, with small inhabitable sports for bases)
*Immigration (players start in islands but there is a large, unoccupied continent in the middle)
*Bay (there is water to only one side of the map, while players struggle to maintain dominance over the bay)

There are five new game modes, too:
*Lightning (everything is super-fast)
*Deathmatch (start with plenty of resources and a resource trickle)
*Old Path (there is a large Trade Road crossing the map; control it fully to win)
*Invasion (water only; every player starts with a Transport Ship loaded with basic units)
*Tech-Race (research technologies and advance ages to win; remember – relics and ruins can also help you advance)


--Upcoming:

Days of the East

World War Three

posted 01-08-06 06:00 PM EDT (US)     13 / 14  
Very cool, but I did like AOF1 better.

Cosmopolitan? Check.
posted 01-10-06 10:47 PM EDT (US)     14 / 14  
Christian should just be Catholic, Greek Orthodox, and maybe Nestorian. Buddhist should be Mahayana, Hinayana, and maybe Zen, just so we can throw Japs in there. Islam should be Sunni, Shia, and very big maybe to the Ibadi sect. (see caliph on wikipedia ) The catholic-central thing could not stay if this was made into a real game, it's too inaccurate and quite simply boring.

The convoluted wording of legalisms grew up around the necessity to hide from ourselves the violence we intend toward each other. Between depriving a man of one hour from his life and depriving him of his life there exists only a difference of degree. You have done violence to him, consumed his energy. Elaborate euphemisms may conceal your intent to kill, but behind any use of power over another the ultimate assumption remains: "I feed on your energy."
-Frank Herbert, Dune

[This message has been edited by Flying Bishop (edited 01-10-2006 @ 10:49 PM).]

Age of Empires III Heaven » Forums » Future Robot, Bonfire, Windstorm, and NewToy Games Forum » Age of Faith is back!
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