Here are the preliminary changes for Age 63. Please let us know your opinions on these changes in the thread here. This age the changes are mostly focused on balancing the previous ages more drastic changes.
Schedule
Age End: Friday October 10th at Noon GMT
Freeze Start: Friday October 10th at 6PM GMT
Protection Start: Monday October 13th at 6PM GMT
Protection End: Tuesday October 14th at 6PM GMT
Race
Avians
-25% Attack Time
+ 30% Sabotage Operation Damage
Can train Elites with Specialist Credits (New)
(Lost training speed bonus)
-20% Birth Rate
Cannot Use Stables
Spellbook: Fanaticism, Greater Protection, Clear Sight (new)
Elite: 6/1 (down from 6/2), 750gc (up from 650), 4.75NW (down from 5)
Dwarves
+25% Building Efficiency (down from 30%)
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: 6/2 (down from 6/3), 800gc(down from 900), 5.25NW (down from 5.5)
Elf
+30% wpa
-33% defensive losses
+1 defensive specialist strength
Spellbook: Nightmares, Pitfalls, Mages Fury,
Elite: 5/4, 900gc,(down from 950) 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
+40% TPA(down from 50%)
(lost -50% thief cost)
+ 1 Stealth
+ 100% land effect from Thieves Dens (new)
-10% Gains
Spellbook: Invisibility, Town Watch, Aggression, Animate Dead
Elite: 5/5, 800gc(was 900), 6.5NW
Human
+5% Population
+ 20% Spell Duration (down from 30%)
+ 10% Offensive Military Efficiency In War
+ 50% Cost of Science
Spellbook: Tree of Gold, Fountain of Knowledge
Elite: 6/3(down from 6/4), 1250gc 7NW
Orcs
+25% Attack Gains (up from 20%)
Free draft
+20% Enemy casualties when attacking
-10% science effectiveness
Spellbook: Reflect Magic
Elite: 7/1, 800gc, 5.75NW
Undead
-75% Offensive losses on attacks you make (up from 50%)
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 75% more Specialist and Building Credits (up from 50%)
Access to Tree of Gold
Starts with +1600 specialist credits
The Sage
Every 4 acres generates 1 book
+30% Science Effectiveness (down from 40%)
Access to Amnesia
Starts with 40000 science books
The Rogue
-50% thief cost (new)
+1 Stealth recovery per tick
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
+75% Thievery Science Effectiveness (down from 100%)
Access to Vermin
Starts with +400 thieves
The Mystic
All Guilds are twice as effective
+1 mana per tick in War
+50% Magic Science Effectivness (down from 75%)
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
-50% Your Military Casualties (on attack or defense) (up from 40%)
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
Military Science: Scaling increased (i.e more points for the same effect)
Arson and Greater Arson: GA will be buffed, Arson will be buffed more.
Fortified: Max duration decreased by 24 hours but effects on troop cost, speed and building rate increased, birth rate bonus added.
Specialist Credits: These will decay while out of war
Elite Wages: TBC, looking at increasing them in general.