With around a month until eoa I decided to make some suggestions. Check the mechanic changes first there are a lot of stuff there! In case you don't want to just be warned:
All specs are with base value 7!
Mechanics
Anonymity is a perso spell!
All specs are with base value 7.
Guild's production nerfed to 0.01 wizz/guild.
TDs max -losses nerfed to -75%. Scaling is 3. Bonus tpa nerfed to +50%, scaling is 2.
MS kills thieves too. Duration lowered to 5-8h.
Rituals:
Affluent - Income +20%, Draft Speed +25%, -45% Gains in and out, +10% BE
Barrier - +40% Enemy's offensive losses on attacks you suffer, 10% Auto catch thieves, -20% Enemy's duration spells
Havoc - +20% Offensive TPA & +20% Offensive WPA & +10% Spell/Thief damage
Onslaught - +10% OME, +15% enemy casualties on attacks
Resilient - removed
Godspeed - -10% attack speed, +10% Battle Gains
Expedient - -25% Military Train time & -20% Training Costs (including Thieves) & -20% Construction Time & -25% Construction Costs
Races
Avian
-30% Attack travel time
+50% Birth Rate
Cannot Use War Horses
Spell book: Greater Protection
Elite: 9/4, 875gc, 10.0NW
Dark Elf
+25% Spell Damage
+2 Offensive Specialist strength
Converts Specialists into Elites on successful Traditional March
-25% Spell duration
Spell book: Fanaticism
Elite: 5/7, 800gc, 8.5 NW
Dwarf
+20% Building Efficiency
Free Building Construction
-50% Building Construction Time
Can't use Accelerated Construction
+100% Thief cost
Spell book: Mystic Aura, Inspire Army
Elite: 8/5, 1100gc, 10NW
Elf
+25% WPA
+2 Defensive Specialist Strength
Spell book: Barrier of Integrity, Magic Ward
Elite: 7/6, 650gc, 8.5 NW
Faery
+50% spell duration
Return 30% of runes on successful casts
Access to all race spells
-10% income
Spell book: ToG
Elite: 3/10, 1200gc, 10.5NW
Human
Free mercenaries
Increase Sci Spawn +25%
-15% Spell Success (WPA)
Spell book: War Spoils
Elite: 10/3, 900gc, 10NW
Orc
+15% Battle Gains
+15% Enemy casualties when attacking
+10% Military Casualties
-15% Thievery Effectiveness (TPA)
Spell book: Blood Lust
Elite: 11/2, 800gc, 9.5NW
Bocan
Accurate Espionage
+100% Effects from Honor
-10% BE
Spell book: Invisibility, Town Watch
Elite: 6/8, 850gc, 9.0 NW
Dryad
Mercenaries & Prisoners 7/0
War Horses 4/0
-15% Enemy Military Casualties
Spell book: Aggression, Quick Feet
Elite: 12/1, 950gc, 10.5 NW
Personalities
The Undead
Spreads and is Immune to The Plague
-65% Offensive Losses
Permanent Animate Dead
Starts with +800 soldiers and +800 specialist credits
The Heretic
Wizards do not die on failed spells
Reduced thief losses on failed operations (-95%)
All Guilds are 100% more effective(check mechanic changes)
+1 Mana
+1 Stealth
Access to NM, FG, MF
Starts with +200 Wizards and +400 thieves
The Mystic
All Guilds are 200% more effective(check mechanic changes)
+75% Magic Science Effectiveness
Spell Damage +25%
Access to Meteor Showers, Chastity, Blizzard, Revelation and Paradise
Starts with +400 Wizards
The Paladin
Can Cast Fading Spells on Kingdom Mates
Troops attack dragon with +35% increased power
-35% Defensive Losses
Starting Soldiers +400
Starting Specialist Credits +400
Starting Wizards +200
All Paladin Only Spells:
Paladin's Inspiration (Paladin Only) - This spell has ~25% increased effects as Inspire Army (low difficulty;moderate/high duration)
Scientific Insights (Paladin Only) - This spell will increase the science effectiveness by +10% (moderate difficulty/short duration)
Illuminate Shadows (Paladin Only) - Provide -20% damage from thievery operations (moderate/high difficulty;moderate duration)
Wrathful Smite (Paladin Only) - Attacks against province while this spell is active will result in higher casualties for the attacker (moderate difficulty;low/moderate duration)
Divine Shield (Paladin Only) - Increase magic defense (will stack with Magic Shield;low/moderate difficulty;moderate duration)
The Rogue
Access to 3 unique ops: Greater Arson, Assassinate Wizards and Propaganda
Thieves Dens are 50% more effective
+75% Thievery Science Effectiveness
Access to Gluttony
Access to Revelation
Access to Paradise
Starts with +600 thieves
The Sage
-25% Abduct Losses
Sci Effectiveness +35%
Starting Scientists +50%
Access to Amnesia
The Tactician
+1 General
Free draft
Starting Soldiers +800
Starting Specialist Credits +800
Access to Anonymity
The War Hero
-75% training time
+50% Credits
Can train elites and thieves with credits:
1 elite = 2 credits
1 thief = 1 credit
Starting Elites +800
Access to Pitfalls and CS
The Warrior
+2 off spec strength
+ 2/1 elite
Starting Soldiers +800
Spec Credits +800
Access to RM
Personal thoughts
My idea is races to be slightly weaker but the persos to be more impactful.
The nerf on the guilds is entirely to make hybrids and mystics stronger(with increased production) and lower recovering time from AW.
I attempt to make rituals feel more unique - at the moment barrier somehow counters havoc and onslaught, Affluent is useful only during eowcf etc.
The heretic lost reve so full def here isn't that strong - go and attack :).