Below please find the changes for Age 61. Thanks to all those that contributed.
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
-35% Attack Time
+25% 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
-15% 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, no change has been decided yet.