Below please find the proposed changes for Age 59. Age 58s' races were pretty balanced so this time around we are mixing things up. In addition to the race/personality changes we are going to make some changes to honor as well as some (final?) changes to the explore formula. You can comment on these changes here.
Schedule
End of Age 58: Tuesday 10th September, 12.00 GMT
Start of Age 59 Freeze: Tuesday 10th September, 18.00 GMT
Start of Age 59 Protection: Friday 13th September, 18.00 GMT
End of Age 59 Protection: Monday 16th September, 18.00 GMT
Race Changes
Avians
-30% Attack Time
+30% Birth Rate
No Access to Stables
Fanaticism, Greater Protection
Elite: 6/2, 525gc, 5NW
Dwarves
+30% Building Efficiency
Free Building Construction
Can use credits to raze buildings
-10% attack gains
Can't use Accelerated Construction
Fools Gold, Quick Feet
Elite: 6/3, 700gc, 5.25NW
Elf
+30% wpa
Revives dead troops
-50% defensive losses
Nightmares, Amnesia, Pitfalls, Mages Fury
Elite: 5/3, 600gc, 5NW
Faery
+20% Spell damage (instant spells)
+20% Sabotage damage
All racial spells
Elite: 3/5, 800gc, 5.25NW
Halflings
+10% population
+50% TPA
-50% thief cost
-20% Birth Rate
Invisibility, Town Watch, Aggression, Animate Dead
Soldiers: 2/2 Elite: 4/4, 300gc, 4NW
Human
+30% Science Effectiveness
-10% population
Tree of Gold, Fountain of Knowledge, Clear Sight
Elite: 6/4, 1000gc 5.5NW
Orcs
+30% Attack Gains
Free draft
+15% Enemy casualties when attacking
-20% science effectiveness
Reflect Magic
Elite: 7/1, 700gc, 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)
-1 General
Town Watch
Elite: 7/2, 1000gc, 6NW
Personality Changes
The Merchant
+20% Income
Gain 50% more Specialist and Building Credits
The Sage
Every 4 acres generates 1 book
-50% cost of science
The Rogue
+1 Stealth recovery per tick
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
The Mystic
Access to Meteor Showers
All Guilds are twice as effective
+1 mana per tick in War
The Warrior
+1 General
+15% OME in war
Enhanced Conquest range
The Tactician
-15% Attack Time
Accurate Espionage
The Cleric
-50% Your Military Casualties (on attack or defense)
The War Hero
-50% train time
Immune to Dragon effects
Immune to The Plague
Mechanic Changes
Explore formula: Curve heavily adjusted, no longer exponential
Honor: We are looking at changing honor. We will keep how honor works generally but we want to reduce some of the issues with it. The proposal is as follows
- Remove population mod from honor and replace it with Building effectiveness
OR- Reduce the population mod on honor to 1%
- Decrease attack honor gains/losses in war to make it slightly more stable
- Increase honor gains out of war
- Modify the formula with regards to top and bottom feeding gains.
TF/Intel display: We are also tweaking the display of the targetfinder and intel pages slightly to improve usability.
Sitting: We are considering reducing the minimum time on sitting, but we want to ensure it is not abusable or unbalanced.
War Win Chart: We are totally changing this for age 59.