Below please find the potential changes for Age 69. These will, mainly, be balance tweaks after last ages shakeup, with a noticeable exception around science. Please voice your opinions here.
Schedule
Age 68 End: Friday 16th August 5th at 6PM GMT
Age 69 Freeze Start: Saturday 6th August at 6PM GMT
Age 69 Protection Start: Tuesday 9th August at 6PM GMT
Age 69 Protection End: Wednesday 10th April at 6PM GMT
Races
Avian
-35% Attack travel time
Cannot be ambushed
+40% Birth rates
Elite: 9/3, 675gc, 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
+1 offensive specialist strength
+1 defensive specialist strength
Can’t use Accelerated Construction
Spellbook: Mystic Aura, Clear Sight
Elite: 7/7, 700gc, 10NW
Elf
+2 defensive specialist strength
+40% Spell Success
+50% 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
+1 mana per tick in war
+1 stealth per tick
Spellbook: All racial spells and Tree of Gold
Elite: 6/8, 1000gc, 10NW
Halfling
+50% Thievery Operation Success (TPA)
-50% thief cost
Double effect from Thieves Dens
-10% population
Spellbook: Aggression, Mages Fury
Elite: 8/4, 700gc, 8NW
Human
+ 30% income
Immune to Income Penalties
- 50% defensive losses
-15% 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
Elite: 12/2, 900gc, 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, 1150gc, 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
Wizards do not die on failed spells
Thieves do not die on failed operations
Successful spell casts get 40% of rune cost refunded
+25% Spell Success
+30% Magic and Thievery Science Effectiveness.
Access to Nightmares and Blizzard
Starts with +100 Wizards and +200 thieves
The Mystic
All Guilds are twice as effective
+50% Magic Science Effectiveness
Access to Meteor Showers, Chastity
Starts with +200 Wizards
The Rogue
+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 Gluttony
Starts with +400 thieves
The Sage
Protect 50% of scientists on abduct attack
Scientists are 30% more effective
Access to Amnesia
Starts with 10% extra scientists
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
+ 1 General
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
- Books of science removed.
- Can no longer buy science or invest in it.
- Each province will begin with Scientists, who can be assigned to a science category.
- Assigning a Scientist to a category grants the relevant science effect, such as + population, or + food.
- The level of effects will be capped.
- Additional scientists will be granted throughout the age.
- Scientists will skill up over time in their respective category.
- Reassigning a Scientist drops them back to Novice level and incurs a cool-down.
- Learns renamed to Abduct and now capture Scientists.
- Amnesia now winds back scientists' experience.
- Laboratories help generate more Scientists.
- Universities will provide refuge for Scientists.
Dragons
Each Dragon type will have different health and cost
Ruby
Slightly more expensive, a lot more health
Sapphire
A lot cheaper, health reduced significantly
Gold
Cost unchanged, health slightly reduced
Emerald
A lot more expensive, health increased significantly
NW
Building networth will be modified to move the balance of networth onto the acre itself, rather than the building.
Soldier networth will be reduced.
New spell: Blizzard
Reduces the building effectiveness of a province by 10%, does not stack, medium cost and difficulty, short duration.
Attack speed
Reduction in war buffed from -20% to -25%.
Bug fixes: tbc later on.
Forums+ wiki
Upgrading to a better server and migrating the forums and wiki to it.