You best put seatbelts on your eyes, because i'm going to take them for the ride of their lives.
Seriously, a lot of changes here - yes, this will probably be fairly unbalanced (and may change a lot, including some things not happening at all) so please make your suggestions here.
Schedule
Age 67 End: Saturday 16th April at 12PM GMT
Age 68 Freeze Start: Saturday 16th April at 6PM GMT
Age 68 Protection Start: Sunday 17th April at 6PM GMT
Age 68 Protection End: Monday 18th April at 6PM GMT
Races
Avian
-25% Attack travel time
Cannot be ambushed
+1 General
Elite: 9/3, 725gc, 8.75 NW
Spellbook: Fanaticism, Greater Protection
Dwarf
Free Building Construction and Can Use Credits To Raze Buildings
-50% Building Construction Time
-50% food consumption
Can’t use Accelerated Construction
Spellbook: Mystic Aura, Pitfalls
Elite: 7/7, 800gc, 10NW
Elf
+1 defensive specialist strength
-30% defensive losses
+100% land effect from Towers
Spellbook: Pitfalls, Invisibility, Fools Gold
Elite: 7/6, 750gc, 8.5NW
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 and Tree of Gold
Elite: 6/8, 1000gc, 10.5NW
Halfling
+50% Thievery Operation Success (TPA)
-50% thief cost
+10% population
+1 offensive specialist strength
Spellbook: Aggression, Mages Fury
Soldiers 3/3 Elite: 6/6, 500gc, 8.5NW
Human
+ 30% income
Immune to Income Penalties
-20% Spell Success
Spellbook: Fountain of Knowledge, Quick Feet
Elite: 9/4, 750gc, 9.25NW
Orc
+20% Battle Gains
Free draft
+25% Enemy casualties when attacking
-10% science effectiveness
Spellbook: Reflect Magic, Clear Sight
Elite: 12/2, 800gc, 10.5NW
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: 11/3, 950gc, 10NW
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 Heretic - new
Wizards do not die on failed spells
Thieves do not die on failed operations
Successful spell casts get 50% of rune cost refunded
Access to Nightmares
Starts with +100 Wizards and +200 thieves
Merchant - removed
The Mystic
All Guilds are twice as effective
+30% Spell Success
+50% Magic Science Effectiveness
Access to Meteor Showers, Chastity
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
+15% 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
Science: Extreme science removed. Buildings will generate science directly into specific categories based on building type.
Unit Strength:
Buffing unit strenghts as below
Specialists to 6
Mercs/prisoners to 4
Horses to 2
Soldiers to 2
The Wall: New monarch option to block randoms provinces from joining a kingdom. Causes kingdoms wages to increase by 20%.
War win reward: Not granted if the kingdoms are out of range at war start.
War declaration: Requires 2 different people to have attacked.
Fortified and End of War ceasefire: maximum time reduced to 48 hours each. Double wizards removed.
Aggressive stance attack time buffed to -15%.
Draft locked and timer message: Will be displayed on the military page around age start.
Aid page: Will inform you that sending aid counts as an aggressive action.
Anonymity: This spell will case the target to lose honor, but the attack will not gain it.
Tree of Gold: Reduced amount gained form this spell by 30%.
Guilds: Unaffected by BE for the purposes of calculating spell duration.
War: now suspends the stance timer rather than overrides it.
Empty kingdoms: I'll be able to create new empty kingdoms to move people into should they wish to start a new kingdom. Minimum 3 people to create a kingdom, 7 free invites provided.
Admin stuff: a bunch of backend improvements to allow me to suspend, kick people out of accounts and deactivate people quicker. YAY.
Bugs:
Mail: Fixed sent mail being read by sender marking it as read for receiver.
Intra kingdom attacks: After a number of intra kingdom attacks further attacks are blocked until day change by Oops messages. We don't know why, so we removed and rewrote that entire section.