Here are the changes for the new age:

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Age 45 - The Age of Light
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ATTENTION: Server time will be UTC/GMT -8 hours. This will allow Brian and Sean to be available when Freeze time ends and when provinces come OOP.

Game Times are tricky as Daylight Savings periods for London/Dublin and the USA are no longer in sync. Times below that are during local Daylight Savings are marked with a *.


Freeze Time Starts at:

Los Angeles: Wednesday 21st October 08:00 *
New York: Wednesday 21st October 11:00 *
London/Dublin: Wednesday 21st October 16:00 *



There will be a long freeze period. This is to allow everyone plenty of time to signup and also ensures that ticking starts when Brian and Sean are available.

Freeze Time Ends at:

Los Angeles: Tuesday 27st October 01:00 * (Jan 1st YR 0)
New York: Tuesday 27st October 04:00 * (Jan 1st YR 0)
London/Dublin: Tuesday 27st October 08:00 (Jan 1st YR 0)


Protection period will be 72 ticks so will end on:

Los Angeles: Friday 30th October 01:00 * (Apr 1st YR 0)
New York: Friday 30th October 04:00 * (Apr 1st YR 0)
London/Dublin: Friday 30th October 08:00 (Apr 1st YR 0)


Daylight savings in the USA ends on November 1st at 2am in your local time zone.

From November 2nd onwards in-game dates will correspond to Los Angeles times.

Los Angeles: Monday 02nd November 00:00 (Jul 1st YR 0)
New York: Monday 02nd November 03:00 (Jul 1st YR 0)
London/Dublin: Monday 02nd November 08:00 (Jul 1st YR 0)


The age of light will run until the middle of January 2010.

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Races

Humans

* Income : +25%
* Science Effectiveness : +30%
* Defensive Specialist Strength : +1
* Magic Effectiveness : -25%
* Specific Spellbook – Greater Protection, Aggression (loses Pitfalls)
* Elite Unit – Knight (6/3, $750, 5.25 nw)

Elves

* Magic Effectiveness : +30% (instead of Spell Strength : +30%)
* Mana Recovery / Hour : +1
* Combat Losses : -50%
* -50% Wages (edited - previously incorrectly indicated that this had been removed. Brian_)
* No Access to Dungeons
* Specific Spellbook – Mystic Aura, Clear Sight, Fountain of Knowledge, Pitfalls, Amnesia, Quick Feet, Reflect Magic (loses ToG, gained Reflect Magic, Quick Feet)
* Elite Unit – Elf Lord (6/4, $700, 5.5 nw)

Dwarves

* Building Efficiency : +30%
* Free Building Construction
* Immunity to Fog
* Thievery Effectiveness : -30% (from -20%)
* Can't use Accelerated Construction
* Specific Spellbook – Fog, Animate Dead
* Elite Unit – Berserker (7/4, $1000, 6.75 nw) (elite cost increased from $900)

Orcs

* Gains on Attacks : +30%
* Draft Costs : -50% (loses wages -50%)
* Spreads and is immune to the Plague (gains plague)
* Train Elites with Specialist credits
* Bonuses from Honor : -50%
* Science Costs : +30%
* Specific Spellbook – Fanaticism, Aggression
* Elite Unit – Ogre (8/2, $800, 6.75 nw)

Gnomes

* Thievery Effectiveness : +40%
* Cost of Thieves : -50%
* Population Limit : +15%
* (loses homes increase pop by 10 instead of 8)
* Birth Rates : -25%
* No Access to Hospitals
* Specific Spellbook – Quick Feet, Town Watch, Vermin, War Spoils (gained War Spoils)
* Elite Unit – Golem (5/4, $250, 4.5 nw)

Dark Elves

* Spell Strength : +30% (instead of Magic Effectiveness : +30%)
* No runes needed
* Offensive Specialist Strength : +1
* Exploration Costs : +20% (from +30%)
* Wages : +25% (from +30%)
* Specific Spellbook – Invisibility, Fool’s Gold, Nightmares, Tree of Gold
* Elite Unit – Drow (5/6, $900, 6.0 nw)

Avian


* +75% Birth Rates
* -25% Attack Time
* Immunity to Ambush
* +15% Military Losses in Combat
* Cannot use Horses
* Specific Spellbook – Clearsight, Townwatch
* Elite Unit - Drake (7/3, $700 5.75 nw)

Undead is removed

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Personalities

The Merchant (unchanged)

* +15% Income
* Immunity to all Income Penalties (Riots, Plagues, etc.)
* 75% Money Losses on Plunder Attacks

The Shepherd

* Land generates 4 bushels of food per acre daily (gained)
* 30% faster military training, building construction, exploring, and scientific research
* Immunity to food penalties from Drought, Plague, & Storms

The Sage

* Every 2 Acres of land produces 1 Science Book per Hour
* 50% Protection from Learn Attacks (from 75%)

The Rogue (unchanged)


* +1 Stealth per Hour
* Access to all thievery operations, including three unique to Rogues

The Mystic

* Meteor Shower spell (new)
* All Guilds are twice as effective (loses All Towers are twice as effective)

The Warrior (unchanged)


* 15% Lower Attack Time
* 50% Land Losses when Ambushed

The War Hero (unchanged)


* Access to enhanced Conquest Attack at all times
* Gain 50% more Specialist and Building Credits
* +25% Enemy Casualties on Attacks

The Artisan

* All Capacity and Flat Rate Buildings are 25% more Effective
* 50% Protection of Buildings from Tornadoes, Arson Operations, Raze and Massacre Attacks

The Cleric is removed

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Further changes


Logout bonuses no longer exist (no rewards for staying off the server)

Meteor Showers (spell) is only available to mystic edited

Paradise: land created by Paradise appears from no-where - i.e does not come from explore pool

Raze: in war this attack only destroys Buildings

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Further clarification (mechanics remaining the same)


War

* Removing NW based attack times in war
* On war declaration, attack time reduction will jump to -10% immediately, then phase to -20%
* War phasing will be reduced to 12 hours (this does not apply to protection which is still 24h)

War Recovery

* In CF, +200% increase in birth rates
* post war CF is 48 hours, monarch can opt out of the CF at any point after 24 hours have passed (each monarch can decide on his own - both kingdoms don't have to stay)

Aid


* Tax calculation is based on average KD NW (provinces awaiting activation are not included when calculating average NW, and this will only apply to provinces who are below the average KD NW)
* No Tax exemption for new provinces
* TB values - soldiers 100gc, runes 3gc, bushels 0.2gc

Attacks


* Learn attacks unchanged

Draft Costs


Draft will be set to aggressive for week 1
Reservist....0.30%....30gc
Normal.......0.60%....50gc
Aggressive...1.00%....75gc
Emergency....1.50%...110gc