For Age 55 the following changes will be implemented (use the Show Text button to see age 54 details). Many thanks to those that contributed, feel free to post your thoughts here
Schedule
Age due to end on 7th August.
End of age 54: Tuesday 7th August, 12.00 GMT
Start of Age 55 Freeze: Tuesday 7th August, 18.00 GMT
Start of Age 55 Protection: Friday 10th August, 18.00 GMT
End of Age 55 Protection: Monday 13th August, 18.00 GMT
Race
Avians
- 30% attack time
+20% Sabotage damage*
- 10% attack gains
No Access to Stables
Town Watch, Vermin, Mystic Aura
Elite: 6/3, 700gc, 5.25NW
Dwarves
+ 20% Building Efficiency
Free Building Construction
Can use credits to raze buildings
+ 30% Spell Damage (Instant Spells)
+50% Food Consumption
Can't use Accelerated Construction
Quick Feet, Fanaticism, Fools Gold, Clearsight
Elite: 6/2, 650gc, 5NW
Elves
+ 1 Mana Recovery / Tick in war
+ 50% WPA
+ 1 defence specialist strength
Pitfalls, Mages Fury, Amnesia, Nightmare
Elite: 5/3, 650gc, 4.75NW
Faeries
+ 30% Spell Damage (Instant Spells)
+ 20% Sabotage damage*
+ 30% WPA and TPA
- 3 generals
- 5% population
Access to All Racial Spells
Elite: 3/6, 800gc, 6NW
Halflings
+50% TPA
+1 stealth
- 50% thief cost
-15% birthrate
Invisibility, Town Watch
Soldiers: 2/2**; Elite: 4/5, 550gc, 5NW
Humans
+5% Population
+ 30% Sabotage damage*
+ 40% Spell Damage (Instant Spells)
+ 1 Offense specialist strength
Tree of Gold, Fountain of Knowledge, War Spoils
Elite: 4/4, 600gc, 4NW
Orcs
+ 20% Gains
Earns Elite Credits
-75% Combat Instant Spell Damage and Duration
-75% Sabotage Damage
Bloodlust, Fanaticism, Aggression, Reflect Magic
Elite: 7/1, 850gc, 5.75NW
Undead
-50% Offensive losses on attacks you make
Converts some Specialists into Elites on successful land attacks
Spreads and is Immune to The Plague
No Food Required
- 25% science effectiveness
Greater Protection, Town Watch, Animate Dead, Chastity
Elite: 7/2, 1000gc, 6NW
Personality Changes
The Merchant
+30% Income
-50% Money Losses on Plunder Attacks
Immunity to all Income Penalties (Riots, Plagues, etc.)
The Sage
+ 30% Science effectiveness
-66% Losses on Learn Attacks
Immune to The Plague
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
Access to Meteor Showers
All Guilds and Towers are twice as effective
+50% Spell Duration (For Duration Spells Only)
+1 mana per tick in War
The Warrior
+1 General
+15% OME in war
Enhanced Conquest range
The Tactician
Gain 50% more Specialist and Building Credits
-15% Attack Time
Accurate Espionage (in war)
The Cleric
- 50% Your Military Casualties (on attack or defense)
Reawaken Casualties
The War Hero
+50% more bonuses from honor
-50% draft cost
-50% train time
-50% Land Losses on Ambush Attacks
Mechanic Changes
Specialists now defend and attack at 4 points respectively.
The explore formula is revised. It is now significantly cheaper to explore at smaller sizes compared to both previous ages.
The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.
Towards a similar end, when both kingdom reach max hostility the option to declare will appear regardless of the kingdoms networth.
Winning a war will not grant any honor taken from your opponents honor pool. Monarchs will instead be able to set a kingdom reward for winning wars, this reward will be honor or land and will be a combination based on both kingdoms relevant resources.
Intra kingdom hits will remove some honor from the attacked province.
Attacks in war will not take extra acres from the exploration pool.
Entering Fortified stance will result in -50% magic and thief operation gains. This kicks in immediately for the fortified kingdom and slides in over 24 hours for the rest.
* Sabotage damage mods will increase the thievery damage cap, watchtowers will decrease it.
** halfling soldiers will be double networth (.ie 3NW) due to their higher power.