Below please find the potential changes for Age 61. The changes are largely aimed at balancing different areas of the game, please let us know your thoughts here.

Schedule:

Age end:18th March at 12:00 GMT
Freeze start: 18th March at 18:00 GMT
Protection start: 21st March at 18:00 GMT
Protection end: 22nd March at 18:00 GMT

Race Changes

Avians
-30% Attack Time
+20% Birth Rate

No Access to Stables
-10% gains on attacks

Fanaticism, Greater Protection
Elite: 6/2, 500gc, 5NW


Dwarves
+30% Building Efficiency
Free Building Construction
Can use credits to raze buildings

Can't use Accelerated Construction
+ 75% food consumption


Fools Gold, Quick Feet, Mystic Aura
Elite: 6/3, 700gc, 5.5NW

Elf
+30% wpa
-50% defensive losses
+1 defensive specialist strength

Nightmares, Pitfalls, Mages Fury
Elite: 5/4, 800gc, 5.75NW


Faery
+30% Spell damage (instant spells)
+30% Sabotage damage
+1 mana per tick in war

All racial spells
Elite: 4/5, 650gc, 5.5NW


Halflings
+10% population
+50% TPA
-50% thief cost
+1 offensive specialist strength

-25% Birth Rate

Invisibility, Town Watch, Aggression, Animate Dead
Elite: 4/4, 450gc, 4NW


Human
+20% Science Effectiveness
+20% income

-5% population

Tree of Gold, Fountain of Knowledge
Elite: 6/4, 1000gc 5.5NW


Orcs
+25% Attack Gains
Free draft
+25% 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, 600gc, 6NW



Personality Changes

The Merchant
Gain 50% more Specialist and Building Credits
Access to Tree of Gold
Starts with +1600 specialist credits



The Sage
Every 3 acres generates 1 book
-30% cost of science
Protect 30% of science from the Learn attack.
Access to Amnesia
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
+10% OME in war
Enhanced Conquest range
Access to Bloodlust
Starts with +800 soldiers and +800 specialist credits


The Tactician
-15% 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 400 elites


Mechanic/Other Changes

Dragons:

Sapphire:

25% lower magic effectiveness
25% lower thievery effectiveness
10% lower income
the loss of 20% of new draftees

Emerald:
20% Higher military losses in combat
15% lower attack gains
10% lower income
the loss of 20% of new draftees

Troops will slay a dragon at their individual strength. A race with +1 offensive strength will slay at 5 points, an elite will slay at its highest elite value. You cannot oversend when slaying any more.


Shop items:
Taunts: Price reduced by 50% to 5 credits. Added additional checks to avoid taunting your own kingdom.

Kingdom hostile meter: Price reduced by 50% to 10 credits a week.

Buildings
Homes: Increase population by 10
Stables: Hold 80 horses per stable, draft 2 horses an hour.

Attacks:
Massacre: Raze element in war removed. Damage in war increased.
Raze: Damage in war to buildings significantly increased.

War Win chart formula: TBC