Age 53 potential changes Rev 2
Here are the second round of potential changes for age 53 - many thanks to those that contributed. You can comment on these changes here.
Game Mechanic changes:
Fortified stance will be limited in duration. After X days you will be moved into Normal stance with the normal restrictions of any stance change. Currently we are considering a 3 day limit.
We would like to introduce a War Wins chart, ordered by wins*relative net worth of opponents.
Those are the game mechanic changes proposed that we can announce at this stage. We may have some additional game changes to announce later.
Race
Avians
Bonuses:
* - 30% attack times
* Defensive Specialist Strength +1
Penalty:
* - 10% attack gains
* No access to stables
Other Information:
* Offensive Specialist: Griffins (5/0)
* Defensive Specialist: Harpies (0/6)
* Elite Unit: Drake (7/4, $650, 6.5 nw)
* Spell book: Clear Sight, Town Watch, Fanaticism
Dwarves
Bonuses:
* + 20% BE
* Free Building Construction
* Can use credits to raze buildings
Penalty:
* Accelerated Construction not available
* - 25% thievery effectiveness
* + 50% food consumption
Other Information:
* Offensive Specialist: Warriors (5/0)
* Defensive Specialist: Axemen (0/5)
* Elite Unit: Berserker (7/5, $750, 6.75 nw)
* Spell book: Vermin, Quick feet
Elves
Bonuses:
* + 2 mana per tick in war
* Defensive Specialist Strength +1
* +30% damage on instant offensive spells.
Penalty:
* None
Other Information:
* Offensive Specialist: Rangers (5/0)
* Defensive Specialist: Archers (0/6)
* Elite Unit: Elf Lord (6/3, $600, 6 nw)
* Spellbook: Mystic Aura, Clear Sight, Pitfalls, Amnesia, Reflect Magic, Mage's Fury
Faery
Bonuses:
* + 50% magic effectivness
* + 50% thievery effectiveness
Penalty:
* - 10% population
* Offensive Specialist Strength -1
Other Information:
* Offensive Specialist: Magicians (4/0)
* Defensive Specialist: Druids (0/5)
* Elite Unit: Beastmasters (3/8, $1000, 7.0 nw)
* Spellbook: All spells
Halflings
Bonuses:
* + 1 extra stealth per tick
* - 50% thief cost
* + 10% Population
* Espionage operations are 100% accurate in war
Penalty:
* -20% birthrate
Other Information:
* Soldiers: 2/2
* Offensive Specialist: Strongarms (5/0)
* Defensive Specialist: Slingers (0/5)
* Elite Unit: Brutes (5/6, $500, 5.0 nw)
* Spellbook: Animate Dead, Town Watch, Quick Feet, War Spoils, Aggression
Humans
Bonuses:
* + 30% income
* + 40% Damage on Sabotage Operations
Penalty:
* - 20% magic effectiveness
* Offensive Specialist Strength -1
Other Information:
* Offensive Specialist: Swordsmen (4/0)
* Defensive Specialist: Archers (0/5)
* Elite Unit: Knight (8/3, $800, 6.5 nw)
* Spell Book: Greater Protection, Fountain of Knowledge
Orcs
Bonuses:
* + 25% gains
* Trains elites with credits
Penalty:
* - 10% building efficiency
* - 50% thievery and magic damage (on offensive operations)
Other Information:
* Offensive Specialist: Goblins (5/0)
* Defensive Specialist: Trolls (0/5)
* Elite Unit: Ogre (9/2, $800, 6.75 nw)
* Spellbook: Fanaticism, Aggression, Bloodlust
The Undead
Bonuses:
* Offense doesn't die on attacks you make
* Successful land attacks convert specialists to elites
* Spreads and is immune to The Plague
* No Food required
Penalty:
* - 20% science effectiveness
* Access to basic thievery operations only (neutral relations ops)
Other Information:
* Offensive Specialist: Skeletons (5/0)
* Defensive Specialist: Zombies (0/5)
* Elite Unit: Ghoul (9/3, $1200, 7.0 nw)
* Spellbook: War Spoils, Nightmares, Chastity
Personalities
The Merchant
* +40% Income
* -50% Money Losses on Plunder Attacks
* Immunity to all Income Penalties (Riots, Plagues, etc.)
The Shepherd
* Land generates 4 bushels of food per acre daily
* Immune to Droughts, Storms, the Plague and Dragons.
* -30% Explore time and costs
* -30% Building Construction Time and costs
The Sage
* + 20% Science effectiveness
* - 20% Book Costs
* -20% Research Time
* -75% Losses on Learn Attacks
* Every 4 Acres of land produces 1 Science Book per Hour
The Rogue
* +1 Stealth recovery per tick
* Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
* Thieves Dens are twice as effective (subject to DBE)
The Mystic
* Meteor Showers spell
* All Guilds and Towers are twice as effective
* +30% Spell Duration (For Duration Spells Only)
The Warrior
* +15% Enemy Casualties (on attack or defense)
* -15% Your Military Casualties (on attack or defense)
* 10% more OME in war
* + 50% bonuses from honor
The Tactician
* Gain 30% more Specialist and Building Credits
* -15% Attack Time
* -30% Military Training Time
* -50% Land Losses when Ambushed
The Cleric
* - 50% Your Military Casualties (on attack or defense)
* 1 extra General