Here are the changes for Age 62. Thanks to all that contributed ideas and comments.
Schedule
Age 61 end: Thursday 3rd July at 12:00 GMT
Age 62 Freeze start: Thursday 3rd July at 18:00 GMT
Age 62 Protection start: Sunday 6th July at 18:00 GMT
Age 62 Protection end: Monday 7th July at 18:00 GMT
Race
Avians
-25% Attack Time
+ 30% Sabotage Operation Damage
-50% Military Training Time*
-20% Birth Rate
Cannot Use Stables
Spellbook: Fanaticism, Greater Protection
Elite: 6/2, 650gc, 5NW
Dwarves
+30% Building Efficiency
Free Building Construction and Can Use Credits To Raze Buildings
+ 30% Combat Instant Spell Damage
Can't use Accelerated Construction
+ 100% food consumption
Spellbook: Fools Gold, Quick Feet, Mystic Aura
Elite: 6/3, 900gc, 5.5NW
Elf
+30% wpa
-33% defensive losses
+1 defensive specialist strength
Spellbook: Nightmares, Pitfalls, Mages Fury
Elite: 5/4, 950gc, 5.75NW
Faery
+40% Spell damage (instant spells)
+40% Sabotage damage
+1 mana per tick in war
Spellbook: All racial spells
Elite: 4/5, 1150gc, 5.5NW
Halflings
+50% TPA
-50% thief cost
+ 1 Stealth
-10% Gains
Spellbook: Invisibility, Town Watch, Aggression, Animate Dead
Elite: 5/5, 900gc, 6.5NW
Human
+5% Population
+ 30% Spell Duration
+ 10% Offensive Military Efficiency In War
+ 50% Cost of Science
Spellbook: Tree of Gold, Fountain of Knowledge
Elite: 6/4, 1250gc 7NW
Orcs
+20% Attack Gains
Free draft
+20% Enemy casualties when attacking
-10% science effectiveness
Spellbook: 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
+1 offensive specialist strength
Basic Thievery (Intel operations only)
Cannot Train Elites
Spellbook: Town Watch
Elite: 7/2, 6.5NW
Personalities
The Merchant
Gain 50% more Specialist and Building Credits
Access to Tree of Gold
Starts with +1600 specialist credits
The Sage
Every 4 acres generates 1 book
+40% Science Effectivness
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
+100% Thievery Science Effectivness
Access to Vermin
Starts with +400 thieves
The Mystic
All Guilds are twice as effective
+1 mana per tick in War
+75% Magic Science Effectivness
Access to Meteor Showers, Chastity, Nightmares
Starts with +200 Wizards
The Warrior
+1 General
+10% OME
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
-40% Your Military Casualties (on attack or defense)
Access to Pitfalls
Starts with +800 soldiers and +800 specialist credits
The War Hero
+100% Honor Effects
Immune to Dragon effects
Immune to The Plague
Access to War Spoils
Starts with 400 elites
Mechanics
Buildings:
Mills will also reduce exploration soldier costs by % * 2
Forts will increase DME from 1.5 to 2 per %
Schools will protect science by 5 per %, up from 3.5, the effects cap is unchanged.
Learns:
Protection from subsequent hits will fire more aggressively when provinces are Learned.
Science:
Gains science will be removed and replaced with a base military efficiency science bonus which will scale similarly to Population science.
Exploring
Is unchanged.
Features
Players will be able to create and share custom game themes. More details can be found here. Basically you can edit the games colours, fonts, images etc and share (or not) these changes with the community.
* specialists and elites