Town Hall units: Market units: Monastery units: Barracks units: Archery Range units: Stables units: Workshop units: Dock units: Shipyard units: The The The The The 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. There are ten map types: There are seven game modes: Days of the East World War Three
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 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.
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.
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.
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.
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.
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.
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)
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.
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.
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.
The universal units are available to all factions.
Peasant
Scout ->
foot Merchant ->
Monk
Priest
Cleric(Founding) ->
Chaplain(Founding)
Patron(Castle)
Medieval Infantry ->
Spearman(Founding) ->
Captain(Castle)
Zealot(Crusade)
Arquibusier(Castle) ->
Skirmisher
Archer(Founding) ->
Vassal(Crusade)
Light Horseman(Founding) ->
Heavy Horseman(Founding) ->
Mounted Skirmisher(Founding) ->
Knight\Camel Rider(Crusade)
Light Ram(Founding) ->
Siege Tower(Founding)
Mangonel(Founding) ->
Balista(Founding) ->
Trebuchet(Crusade)
Fishing Boat ->
Transport Ferry(Founding) ->
Frigate(Founding) ->
Fireship(Crusade)
Suicide Cog(Castle)
Siege Ship(Crusade) ->
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.
Religion: Catholic Christian
Principles:
*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:
Religion: Catholic Christian
Principles:
*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:
Religion: Catholic Christian
Principles:
*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:
Religion: Catholic Christian
Principles:
*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:
Religion: Sunni Islam
Principles:
*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:
Religion: Buddhist
Principles:
*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:
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).
*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)
*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
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