Here is what I perceive as balance in consideration with no real major overhaul to the game. Definitely some things are lackluster and overpowered, so I'm trying to keep in mostly slightly tweaked. Thier are subtle interactions between changes of racial spells and faery to be aware of. Also i wanted more uniqueness and seperation. It mainly follows a structure of 2 spells per race, 1 con/negative and spell specifics to personalities. Enjoy!
Avian:
-25% Attack Time(down from 35%)
+50% Birth rates (up from 40%)
Immune to Pitfalls(NEW)
Immune to Ambush Penalty(REMOVED: Ambush Immunity)
+10% Thief Losses(NEW)
Elite: 9/5, 800 gc, 9 NW (NEW)
Spellbook: Fanaticism, Greater Protection
*I'm taking a look at them as being bird creatues. Hard to have them fall in pits, and difficult to ambush flying creatures, but not impossible. To help thrm out i gave thrm a boost to their elite defense to take more to ambush them. The thief losses was because I imagine they would have a harder time disguising their wings for ops.
Dwarf:
+10% Building Efficiency
Free Building Construction and Can Use Credits To Raze Buildings
-50% Building Construction Time
(REMOVED: +1 off/def spec strength)
Can’t use Accelerated Construction
+100% food consumption(changed from -50%)
Spellbook: Mystic Aura, Fool's Gold (NEW)
REMOVED: Clear Sight
Elite: 8/7, 1000 gc, 10.25 NW (NEW)
*The idea was to being back a dwarf as we've all seem them as, a big tank who eats and has nice architecture. We've had problems with BE being abused previously but now with sci changes as they are I believe that is impossible now, so this change is here as a small but decent bonus. Also all Dwarves we know eat a lot so here is your food consumption back. I gave them back fools gold as it fits them the best, and removed clear sight to have its uniqueness on tact along with weakening Faery a bit.
Elf:
+2 defensive specialist strength
+40% Spell Success
+50% land effect from Towers
Cannot use dungeons
Spellbook: Mage's Fury, Clairvoyance, Fog (NEW)
REMOVED: Fool's Gold, Invisibility, Pitfalls
Elite: 7/7, 750 gc, 8.5 NW (NEW)
*I wanted elves to be a typical eligant mage caster, but that still can defend. The current spell suite just doesn't fit them, and wanted them more unique. I gave thrm a small bump to defense on their elite so people would be less scared of full elite, but even at a 50/50 split which is common it's still a decent bump. I'll explain the spells further down.
Faery:
+25% Combat Instant Spell Damage(up from 20%)
+25% Sabotage Operation Damage(up from 20%)
+1 mana per tick in war
+1 stealth per tick
-1 general (NEW)
Spellbook: All racial spells including Tree of Gold
Elite: 4/9, 1100 gc, 10.5 NW (NEW)
*TMS in general are weak to attackers and wanted to bump them up defensively, while also making them a bit harder to retal and finish chains after they become ub in war. Remember that they've been weakened in some areas and strengthened in others from racial spell changes, ie. No cs, but now fog
Halfling:
+10% population (NEW)
+25% Thievery Effectiveness (down from 30%)
+2 offensive specialist strength (NEW)
+1 off/def on soldiers
-50% thief cost
Can train thieves with Specialist credits (NEW)
+10% Attack Time (NEW)
Spellbook: Aggression, Invisibility (NEW)
REMOVED: Mages Fury
Elite: 5/7, 700 gc, 8 NW (NEW)
*Wanted halfers to be a resonance super thief again. With a bump in def they can halfway defense themselves, and could now be hybrid if they wanted to. They are small so I wanted them longer attack times, but higher population too.
Human:
+25% income (down from +30%)
Immune to Income Penalties
-25% defensive losses (down with -50%)
-15% Spell Success
Spellbook: Quick Feet, Revelation
Elite: 10/4, 850 gc, 9.5 NW (NEW)
*Wanted them to get slighlty away from being banks and give them more attack power but at an increase in cost and nw.
Orc:
+20% Battle Gains
+20% Enemy casualties when attacking (down from 25%)
Free draft
-15% science effectiveness (up from 10%)
Spellbook: Reflect Magic, Vermin (NEW)
Elite: 12/2, 900gc, 9.75 NW
*vermin needs brought back as a viable tool to help the starving process. Also I weakened their kills and raised lower science to weaned them a bit as they ate really strong this age.
Undead:
-75% Offensive losses on attacks you make
Spreads and is Immune to The Plague
No Food Required
Basic Thievery (Intel operations only)
Cannot use Farms (NEW)
Spellbook: Town Watch, Animate Dead (NEW)
Elite: 11/3, 950 gc, 10 NW
*Town watch will get a slight buff, but mainly wanted to help them out in protection and just remove farms entirely from them so you don't have to raze them in protection, nor allow for any lame ud farm farms.
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To explain what is unclear or new.
Avians immunity to ambush penalty is stating that if ambushed they fight at full defensive strength, so instead of fighting at 80%(or 4 def points), they fight at the full 5. The thief losses is from all successful or failed thievery operations that you make where thief losses would normally occur, to clergy if you would normally succeed with no losses it's still holds the same, but if you were to lose 10 on a sucess or failure you would lose 11 instead.
Clairvoyance is an instant spell available at any relations where cast will allow you to see the active spells and current number of wizards a province has. Difficult and cost should be somewhere around explosions spell.
Fog is a self duration spell (basically opposite of blood lust) that when attacked your opponent suffers 15% higher offensive casualties while you suffer 5% higher defensive casualties. Same everything as Bloodlust (duration, cost, length, just opposite effect).
Vermin as it used to be except that food decays at a rate of 10%, up from a base of 1%. Up from 6% decay rate, same cost and duration.
Town Watch is now every 4 peasants fight as 1 soldier on defense. Everything else stays the same. But 4 peasants basically equals 2 defense points. Isn't effected by Aggression for faeries.
Revelation is now additive instead of multiplicative, but is lowered to 5% from 10%. Also this goes with base rate increased to 5% random instead of 3.5%. So with revelation you get a 10% chance per tick, effectively doubling your chance, this is excluding my soon to come sage bonus.
Their will be much more to come as I have time. This was just mainly the racial side. Personalities, science, and mechanics of all sorts soon to come.