Originally Posted by
Prometheus
Race Changes
Avian
-35% Attack Time
+40% thievery damage
- 10% attack gains
No Access to Stables
Spell book: Town Watch, Vermin
Elite: 7/2, 700gc, 6.25NW
Avians will be weak attackers with only a 7/5 military, gains penalty, no stables, no space efficiency bonuses, which is fine - but at least let them be truly fast. Even this age they are still a little bit slow, needing barracks to hit below 8 hours in war. So let's improve the speed bonus slightly.
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Dwarf
+ 10% BE
+ 30% Spell Damage (Instant Spells)
Free Building Construction
Can use credits to raze buildings
+ 50% Food consumption
Accelerated Construction not available
Spell book: Quick Feet, Fanaticism, Fools Gold, Clearsight
Elite: 7/3, 700gc, 6.25NW
The elite is priced too high in money and networth. They are still weak attackers with these prices, but at least not totally underpowered
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Elves
+50% WPA
+1 mana in war
+ 1 defence specialist strength
Spellbook: Pitfalls, Mages Fury, Amnesia, Nightmare
Elite: 6/4, 700gc, 6NW
Decent race like this. Gonna have to be played as a hybrid, cheap elite which can defend, no problem here.
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Faery
+30% damage on spells and ops
+30% WPA and TPA
-10% Population
Offensive Specialist Strength -2
Spellbook: All racial spells
Elite: 3/8, 1000gc, 7.5NW
If "all racial spells" means faery lost meteor showers, absolutely fine.
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Halflings
+50% TPA
+1 stealth
- 50% thief cost
-15% Birth Rate
Spellbook: Invisibility, Town Watch
Soldiers: 3/3
Elite: 5/6, 600gc, 5.75NW
A little bit weak without their population bonus. The boost to their soldiers is not very useful at 2/2 (unless this affects dragons but I guess not), at 3/3 this becomes a useful bonus without being unbalanced.
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Humans
+10% Population
+ 50% Thievery Damage (Sabotage Ops)
+ 50% Spell Damage (Instant Spells)
Spellbook: Tree of Gold, Fountain of Knowledge, War Spoils
Elite: 5/5, 500gc, 5.5NW
I like this overhaul. Leave as it is, perhaps with 5nw/elite instead of 5.5
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Orcs
+20% gains
Can train elites with credits
-50% Combat Instant Spell Damage and Sabotage Damage
Spellbook: Bloodlust, Fanaticism, Aggression, Shadowlight, Reflect Magic
Elite: 9/2, 850gc, 7.25NW
Way overpowered compared to the other races, most of which were nerfed. No orc ever performs ops in any case, so the penalty there is useless. Since we're only supposed to change numbers, put the elite at 8/2 or at 9nw, but really, think of a better penalty. Like "50% of all ops against orcs auto-succeed without taking into account tpa/wpa/wt".
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The Undead
-50% Offensive losses on attacks you make
Successful land attacks convert specialists to elites
Spreads and is immune to The Plague
No food needed
- 25% science effectiveness
Spellbook: Greater Protection, Town Watch, Animate Dead, Chastity
Elite: 9/3, 1200gc, 8NW
Slightly overpowered, 1000gc/elite is trainable in elite pumps and once trained, those elites stay around. Make it harder, at 1200gc.
Personality Changes
The Sage
+ 40% Science effectiveness
-66% Losses on Learn Attacks
Immune to The Plague
Too weak, without a reduction in book costs, sages will need higher science effectiveness than suggested.
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The War Hero
+50% more bonuses from honor
-50% draft cost
-50% train time
Too weak to use in a normal KD because honour is so easily lost. All war hero KDs would work, but even there it is weak. The draft cost/train time bonuses are small. If you have to tweak numbers only here, make it "1 hour training time" to add some uniqueness here.