The following post contains the details for the schedule and changes for Age 57. Thanks to everyone that provided feedback. You can comment or seek clarification here.
End of Age 56: Tuesday 12th February, 12.00 GMT
Start of Age 57 Freeze: Tuesday 12th February, 18.00 GMT
Start of Age 57 Protection: Friday 15th February, 18.00 GMT
End of Age 57 Protection: Monday 18th February, 18.00 GMT
Racial Changes: Age 56 data is in the buttons for reference
Avians
-25% attack time
+20% Sabotage damage
-20% birth rate
No Access to Stables
Town Watch, Vermin, Mystic Aura
Elite: 6/3, 650gc, 5.25NW
Dwarves
+20% Building Efficiency
Free Building Construction
Can use credits to raze buildings
+20% Spell Damage (Instant Spells)
+75% Food Consumption
Can't use Accelerated Construction
Fanaticism, Fools Gold, Quick Feet (lost Clear Sight)
Elite: 6/2, 750gc, 5NW
Elves
+1 Mana Recovery in War
+30% WPA
+1 defence specialist strength
Pitfalls, Mages Fury, Amnesia, Nightmare (lost Quickfeet)
Elite: 5/3, 650gc, 4.75NW
Faeries
+40% Spell Damage (Instant Spells)
+30% Sabotage damage
(lost wpa/tpa bonuses)
-3 generals
-50% effects from honor
Access to All Racial Spells
Elite: 3/6, 800gc, 6NW
Halflings
+40% TPA
+1 stealth
-50% thief cost
-15% Attack Gains
(lost -10% birthrate)
Invisibility, Town Watch, Aggression, Animate Dead
Soldiers: 2/2; Elite: 5/5, 500gc, 5.5NW
Humans
+10% Population
+20% Sabotage damage
+30% Spell Damage (Instant Spells)
+1 Offense specialist strength
Tree of Gold, Fountain of Knowledge, War Spoils
Elite: 4/4, 700gc, 4NW
Orcs
+25% Gains
Earns Elite Credits
-50% Combat Instant Spell Damage and Duration
-50% Sabotage Damage
Bloodlust, Fanaticism, Reflect Magic
Elite: 7/1, 800gc, 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
Basic Thievery (Intel operations only)
-30% Science Effectiveness
Greater Protection, Town Watch, Chastity, Clearsight
Elite: 7/2, 1000gc, 6NW
Personality Changes
The Merchant
+20% Income
-50% Money Losses on Plunder Attacks
Gain 20% more Specialist and Building Credits
(lost Immunity to all Income Penalties (Riots, Plagues, etc.))
The Sage
+25% Science effectiveness
-25% cost of science
-50% Losses on Learn Attacks
The Rogue (no change)
+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
+30% Spell Duration (For Duration Spells Only)
+1 mana per tick in War
The Warrior
+20% OME in war
Reawaken 50% Casualties
Enhanced Conquest range
The Tactician
-15% Attack Time
Immune to Ambush
Accurate Espionage (in war)
The Cleric
-50% Your Military Casualties (on attack or defense)
+1 General
The War Hero
+50% more bonuses from honor
-50% train time
Immune to Dragon effects
Immune to The Plague
Lost -50% draft costs
Mechanic Changes
The explore formula base cost is increased, with modifications on cost for provinces above and below the median. War (including End of War Ceasefires period) and Fortified stance will have a cost multiplier of 5.
In War the minimum gains will be reduced by 50%
Attack times in the War Room will be displayed in a more understandable format and with greater accuracy
Players will be able to choose to extend or reduce their attack times to allow greater schedule flexibility. Additional hours will result in greater gains while minus hours will result in less gains and less enemy kills. The modified gains etc will be derived from the modification in attack time and will also be displayed. You can see a pic of the war room here