Here is the changelog for Age 52. The changes to the relations system and the stances are quite important and will have a large influence on game mechanics so many thanks to those that contributed to the discussions.
Race
Avian
Bonuses:
* - 25% attack times
(lost fog immunity)
Penalty:
* - 25% birthrate (from -20%)
* No access to stables
Other Information:
* Offensive Specialist: Griffins (5/0)
* Defensive Specialist: Harpies (0/5)
* Elite Unit: Drake (8/3, $650, 6.5 nw)
* Spell book: Clear Sight, Town Watch
Dwarf
Bonuses:
* + 20% BE (down from 25%)
* Free Building Construction
Can use credits to raze buildings (new, clarification: credits not consumed when building acres)
Penalty:
* Accelerated Construction not available
* - 20% thievery effectiveness
* food consumption doubled
Other Information:
* Offensive Specialist: Warriors (5/0)
* Defensive Specialist: Axemen (0/5)
* Elite Unit: Berserker (7/4, $800, 6.0 nw)
* Spell book: Quickfeet, Animate Dead - (loses Fog)
Elf
Bonuses:
* + 2 mana per tick in war
* Defensive Specialist Strength +1
* +30% damage on instant offensive spells.
Penalty:
* No access to Dungeons
Other Information:
* Offensive Specialist: Rangers (5/0)
* Defensive Specialist: Archers (0/6)
* Elite Unit: Elf Lord (7/3, $600, 6 nw)
* Spellbook: Mystic Aura, Clear Sight, Fountain of Knowledge, Pitfalls, Amnesia, Reflect Magic, Mage's Fury - lost Quickfeet
Faery - no change
Bonuses:
* + 50% magic effectivness
* + 1 stealth per tick
Penalty:
* - 10% population
Other Information:
* Offensive Specialist: Magicians (5/0)
* Defensive Specialist: Druids (0/5)
* Elite Unit: Beastmasters (4/7, $900, 7.0 nw)
* Spellbook: All spells
Halflings - no change
Bonuses:
* + 40% thievery effectiveness
* - 50% thief cost
* + 5% population
* Espionage operations are 100% accurate in war
Penalty:
* No access to hospitals
Other Information:
* Offensive Specialist: Strongarms (5/0)
* Defensive Specialist: Slingers (0/5)
* Elite Unit: Brutes (6/5, $500, 5.0 nw)
* Spellbook: Vermin, Town Watch, Quick Feet, War Spoils
Humans
Bonuses:
* + 30% income
* + 40% Damage on sabotage ops
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, Aggression
Orcs
Bonuses:
* + 30% gains
* Trains elites with credits
* - 30% Draft Cost
Penalty:
* - 50% effects from honor
* - 40% 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 - no change
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:
* - 15% 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, cannot be trained (see 'Bonuses' above), 7.0 nw)
* Spellbook: War Spoils, Nightmares, Chastity
Personalities - only shepherd changed, posting all for completeness
The Merchant
* +30% Income
* -25% Money Losses on Plunder Attacks
* Immunity to all Income Penalties (Riots, Plagues, etc.)
* Banks are twice as effective (subject to DBE)
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
* + 30% Science effectiveness
* - 30% Book Costs
* -30% Research Time
* -50% 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
* -50% Land Losses when Ambushed
* +15% Enemy Casualties (on attack or defense)
* -15% Your Military Casualties (on attack or defense)
* 10% more OME in war
The Tactician
* Access to enhanced Conquest Attack at all times
* Gain 30% more Specialist and Building Credits
* -15% Attack Time
* -30% Military Training Time
The Cleric
- 50% Your Military Casualties (on attack or defense)
Troops losses on attacks or defense converted to soldiers
1 extra General
Game mechanic changes
Undeads will not convert any troops if they hit out of the end of war ceasefire period.
Fog is removed from the game.
Honor generation will be reduced - we feel it is currently too high, but it will still be higher than you would have seen in age 50, for example.
Casting Storms or Drought on a Shepherd will not be blocked but you will get a message that they are immune on a successful cast.
End of War Ceasefire period can be extended up to 4 days
As you can see below we heavily modified the meter and the stances, because of this we feel that we have gone a long way to addressing the need for fake wars. In light of these changes we will now be taking punitive action on Fake Wars.
Meter changes
Assumptions: We count trads as 2 points, all other hits as 1. The reduction factor is built into all attacks.
Meter Cap 200 points:
Throttling: Occurs after 100 points and slides linearly to 200 points having - 50% gains.
Stances
Aggressive: removed the double points to meter penalty
+10% Combat Gains
10% Lower Attack Time
+30% Military Wages (increased from 15%)
+10% Military losses (new: affects hits in and out)
Normal: unchanged
Fortified: - extensively changed
-50% gains hitting in (slides in over a period of 24 hours)
-25% Training time and cost
+25% draft speed
-25% Construction time and cost
-50% gains hitting out
+100% Explore costs
No Paradise spell available
Science limited to "Active"
We have a comments thread here if you'd like to make a remark.