Below please find the changes for Age 60. Thanks to everyone that provided feedback, based on this we have made some tweaks to certain races and personalities.
This age we focused on changing the flow of the game start by reducing the duration of protection and modifying provinces starting resources. There are also some changes to exploring as well as the usual balancing race and personality changes.
Comment thread here.
Schedule:
End of Age 59: Friday 13th December at 12:00 GMT
Start of Age 60 Freeze: Friday 13th December at 18:00 GMT
Start of Age 60 Protection: Monday 16th December at 18:00 GMT
End of Age 60 Protection: Tuesday 17th December at 18:00 GMT
Race Changes
Avians
-30% Attack Time
+15% Birth Rate
No Access to Stables
Fanaticism, Greater Protection
Elite: 6/2, 550gc, 5NW
Dwarves
+30% Building Efficiency
Free Building Construction
Can use credits to raze buildings
Can't use Accelerated Construction
-5% gains on attacks
Fools Gold, Quick Feet, Mystic Aura
Elite: 6/1, 500gc, 4.75NW
Elf
+30% wpa
-50% defensive losses
+1 defensive specialist strength
Nightmares, Amnesia, Pitfalls, Mages Fury
Elite: 5/3, 600gc, 5.25NW
Faery
+30% Spell damage (instant spells)
+30% Sabotage damage
All racial spells
Elite: 3/5, 700gc, 5.25NW
Halflings
+10% population
+50% TPA
-50% thief cost
+1 offensive specialist strength
-20% Birth Rate
Invisibility, Town Watch, Aggression, Animate Dead
Elite: 4/4, 400gc, 4NW
Human
+20% Science Effectiveness
-5% population
Tree of Gold, Fountain of Knowledge
Elite: 6/4, 1000gc 5.5NW
Orcs
+30% Attack Gains
Free draft
+20% Enemy casualties when attacking
-20% science effectiveness
Reflect Magic
Elite: 7/1, 750gc, 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)
Town Watch
Elite: 7/2, 800gc, 6NW
Personality Changes
The Merchant
+30% Income
Gain 50% more Specialist and Building Credits
Starts with +1600 specialist credits
The Sage
Every 3 acres generates 1 book
-50% cost of science
Starts with 40000 science books
The Rogue
+1 Stealth recovery per tick
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
Access to Vermin
Starts with +400 thieves
The Mystic
All Guilds are twice as effective
+1 mana per tick in War
Access to Meteor Showers, Chastity, Nightmares
Starts with +200 Wizards
The Warrior
+1 General
+15% OME in war
Enhanced Conquest range
Access to Bloodlust
Starts with +800 soldiers and +800 specialist credits
The Tactician
-20% Attack Time
Accurate Espionage
Access to Clear Sight
Starts with +800 soldiers and +800 specialist credits
The Cleric
-35% Your Military Casualties (on attack or defense)
Access to Pitfalls
Starts with +800 soldiers and +800 specialist credits
The War Hero
-50% train time
Immune to Dragon effects
Immune to The Plague
Access to War Spoils
Starts with 200 elites
Mechanic Changes
Protection will be changed to last for 24 hours and provinces starting resources will be modified to take this into account. Provinces will begin with 400 acres of which 200 will be built (10% farms, 25% banks, 10% guilds and 5% towers) 200 building credits and an army that is 50% drafted with credits to train the soldiers. The personality resources below are additional to this.
Provinces over the median will not be able to explore more than 50% of their acres at a time.
Personalities will grant bonus resources. For example: Mystics will get +200 wizards, Sages start with +40000 books of science, War Hero has +200 elites. (edit: added all starting resources above)
Draft will unlock after 3 days rather than 7