Please see below the confirmed changes for Age 64. Changes are pretty much what we proposed except sage and war hero were tweaked. Thanks to everyone that provided feedback.
Schedule
Age 63 End: Friday 23rd Jan at Noon GMT
Age 64 Freeze Start: Friday 23rd Jan at 6PM GMT
Age 64 Protection Start: Monday 26th Jan at 6PM GMT
Age 64 Protection End: Tuesday 27th Jan at 6PM GMT
Race
Avians
-25% Attack Time
+ 30% Sabotage Operation Damage
Can train Elites with Specialist Credits
+50% Birth Rate (from +20%)
Cannot Use Stables
Spellbook: Fanaticism, Greater Protection, Clear Sight
Elite: 6/1, 700gc, 4.75NW
Dwarves
+30% Building Efficiency (up from 25%)
Free Building Construction and Can Use Credits To Raze Buildings
+ 30% Combat Instant Spell Damage
Can't use Accelerated Construction
+ 50% food consumption (down from +100%)
Spellbook: Fools Gold, Quick Feet, Mystic Aura
Elite: 6/3 (up from 6/2), 800gc, 5.25NW
Elf
+30% wpa
-50% defensive losses (up from 33%)
+1 defensive specialist strength
Spellbook: Nightmares, Pitfalls, Mages Fury,
Elite: 5/4, 750gc,(down from 850) 5.75NW
Faery
+40% Spell damage (instant spells)
+40% Sabotage damage
+1 mana per tick in war
Spellbook: All racial spells
Elite: 3/5, (down from 4/5) 1050gc (down from 1150), 5.25NW (down from 5.5)
Halflings
+40% TPA
+ 1 Stealth
+ 100% land effect from Thieves Dens
-10% Gains
Spellbook: Invisibility, Town Watch, Aggression, Animate Dead
Soldiers 2:2 Elite: 4/5 (up from 3/5), 600gc, 5.5NW (up from 5.25)
Human
+5% Population
+ 20% Spell Duration
+ 10% Offensive Military Efficiency In War
+ 30% Cost of Science (down from 50%)
Spellbook: Tree of Gold, Fountain of Knowledge
Elite: 6/3, 1200gc (down from 1250) 6.5NW
Orcs
+30% Attack Gains (up from 25%)
Free draft
+25% Enemy casualties when attacking
-10% science effectiveness
Spellbook: Reflect Magic
Elite: 7/1, 800gc, 5.75NW
Undead
-75% 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
Personality
The Merchant
Gain 75% 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 Effectiveness (up from 30%)
Access to Amnesia
Starts with 40000 science books
The Rogue
-50% thief cost
+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
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
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
-15% Attack Time (down from 20%)
Accurate Espionage
Access to Clear Sight
Starts with +800 soldiers and +800 specialist credits
The Cleric
-40% Your Military Casualties (on attack or defense) (down from 50%)
Immune to The Plague (new)
Access to Pitfalls
Starts with +800 soldiers and +800 specialist credits
The War Hero
+100% Honor Effects
-75% Military Training Time (up from 50%)
(lost Plague Immunity)
Immune to Dragon effects
Immune to Drought and Storms
Immune to Income Penalties
Access to War Spoils
Starts with 400 elites
Mechanic Changes
Kingdom page:
Sat provs will be highlighted to the monarch.
Kingdom honor and rank will also be displayed to kingdom members.
Spells:
Mystic Vortex: Rune cost and difficulty reduced.
Builders Boon: Time reduction buffed from 90% to 75%
Greater Protection: Now stacks with Minor Protection
Thief Ops
Snatch News: Easier and takes less stealth
Spy On military: takes less stealth
Monarch throne room message:
Now with line breaks.
War wins
Acre reward capped at 20k
Selecting land as a bonus will also result in a smaller honor bonus and vice versa.
Science
Extreme, Rushed, Intensive and Accelerated cost reduced.
Bug Fixes:
Fort to fort credits and honor gains tweaked
Greater Arson will now remember the building type on subsequent ops.
Admin backend fixes.