Hi all, below please find the final changes for Age 67, we've taken all the feedback on board and made some adjustments as well some additional mechanic changes.
Age 67 Schedule
Age 66 End: Saturday 2nd Jan at 6PM GMT
Age 67 Freeze Start: Saturday 2nd Jan at 7PM GMT
Age 67 Protection Start: Tuesday 5th Jan at 6PM GMT
Age 67 Protection End: Wednesday 6th Jan at 6PM GMT
Race
Avian
-25% Attack Time
+66% Birth Rate
Ambush Immunity
+ 1 General
Cannot use Stables
Elite: 6/2, 650gc, 5.5 nw
Spellbook: Fanaticism, Greater Protection
Dwarf
+20% Building Efficiency
Free Building Construction and Can Use Credits To Raze Buildings
Can’t use Accelerated Construction
+ 100% food consumption
Spellbook: Fools Gold, Mystic Aura, Pitfalls
Elite: 6/3, 600gc, 6.5NW
Elf
+ 40% Spell Success (WPA)
+1 defensive specialist strength
-30% defensive losses
Spellbook: Nightmares, Pitfalls, Invisibility
Elite: 5/4, 700gc, 6NW
Faery
+ 20% Combat Instant Spell Damage
+ 20% Sabotage Operation Damage
+ 20% Spell Duration
+1 mana per tick in war
+1 stealth per tick
Spellbook: All racial spells
Elite: 4/5, 800gc, 6NW
Halfling
+50% Thievery Operation Success (TPA)
-50% thief cost
+10% population
+1 offensive specialist strength
Spellbook: Aggression, Mages Fury
Soldiers 2:2 Elite: 4/4, 350gc, 5.25NW
Human
+ 20% Offensive Military Efficiency in War
Can train elites or specialists with Specialist credits
-10% battle gains
Spellbook: Fountain of Knowledge, Quick Feet
Elite: 6/3, 950, 6.5NW
Orc
+20% Battle Gains
Free draft
+25% Enemy casualties when attacking
-10% science effectiveness
Spellbook: Reflect Magic, Clear Sight
Elite: 7/1, 750gc, 6NW
Undead
-75% Offensive losses on attacks you make
Spreads and is Immune to The Plague
No Food Required
Basic Thievery (Intel operations only)
Spellbook: Town Watch, Animate Dead
Elite: 7/2, 800gc, 6.5NW
Personality
The Cleric
-30% Your Military Casualties (on attack or defense)
Immune to The Plague
Access to Pitfalls
Starts with +800 soldiers and +800 specialist credits
The Merchant
Gain 20% more Specialist and Building Credits
Access to Tree of Gold
Starts with +1600 specialist credits
The Mystic
All Guilds are twice as effective
+1 mana per tick
+50% Magic Science Effectiveness
Access to Meteor Showers, Chastity, Nightmares
Starts with +200 Wizards
The Rogue
+1 Stealth recovery per tick
+ 100% land effect from Thieves Dens
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 Sage
Protect 75% of science on attacks
Every 2 acres generates 1 book of science
Access to Amnesia
Starts with 40000 science books
The Tactician
-15% Attack Time
Accurate Espionage
Access to Clear Sight
Starts with +800 soldiers and +800 specialist credits
The Warrior
+10% Offensive Military Efficiency
Enhanced Conquest range
Access to Bloodlust
Starts with +800 soldiers and +800 specialist credits
The War Hero
+100% Honor Effects
Converts some Specialists into Elites on successful land attacks
Immune to Dragon and Income penalty effects
Access to War Spoils
Starts with 400 elites
Mechanics
Dragons: Ruby dragon buffed from 8% to 10%
Kingdom locations: If you're in war, when you go to the thievery or combat spells page we will automatically target the enemy kingdom you're at war with
Vacation mode: Cannot leave or enter VM while your kingdom is in war
Espionage tab: Added some additional info to the kingdom espionage page - personality, race runes, gold and food
Wars and wins:
50 books per acre of science (based on median province size) granted to both kingdoms
An additional 150 BPA added to the winner
Wizard training doubled in end of war ceasefire
Kingdom page: Provinces that are being sat show as online when they are being used.
Gold: You can now stack GC over 2.15 billion
FB: sharing the games URL on facebook no longer results in the message reporting text appearing