Changelog:
Avian: +1 to elite offense and nw and cost up slightly, added -5% gains penalty
Orc: draft cost down to -50% from -75%, draft speed down to +20% from +30%
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Haven't simmed all these out yet, so there might be some rough edges that need a touch of tuning, but this is the general direction I was thinking.
General:
ToG removed (hate having to balance fae around that)
SI duration down to 2-3 ticks, difficulty and cost as patriotism, no longer a support spell, on sage
DS makes a return as a support spell
Heavy offense elites slightly weaker defensively
Elf
Direction: efficient defensive support caster. Tanky dspecs and elites, efficient casting, casting on mates. Great early age mystic and all age tanky caster.
50% runes refunded on successful spells
Can cast spells on mates
+2 dspec
+20% explore cost
13/7 elite 8nw 1000gc
Spellbook: MA, chastity
Halfling
Direction: raw pop bonus instead of homes bonus allows more exploration in A/T direction. Making elites slightly more offensive to cement dwarf as the real tank choice and also give halfer a little more punch.
+25% TPA
+10% Population
-20% military training cost (including thieves)
-5% BE
11/7 elite 7.25nw 750gc
Spellbook: TW, Vermin
Human
Direction: pretty similar to last age but just giving more counterplay with spell damage instead of the econ penalty of rune cost.
+20% sci effect
+25% income
+2 horses
-15% WPA
+15% enemy spell damage
8/12 elite 8.25nw 1100gc
Spellbook: fok, QF
Orc
Direction: Was too OP with combat gains. Lean more into raw off power, drafting capabilities and enemy casualties while keeping the vulnerability to thief shred.
+10% enemy casualties
+20% draftees
-50% draft cost
4/4 soldiers
-15% TPA
+15% enemy sabotage damage
15/5 elite 8.5nw 925gc
Spellbook: Aggression, BL
Avian
Strong but kind of boring with lower attack time than in the past. Lean harder into attack time to make them really unique (and swap attack time for gains on tact to really make the attack time unique) at the expense of having a powerful elite.
-25% attack time
+40% birth rate
-25% military training time
cannot use stables or horses
-5% combat gains
15/4 elite 8.25nw 900gc
Spellbook: war spoils
Dwarf
Direction: Really minor tweak. Swapping 5% ME for 10% DME and losing GP but gaining +1 offense elite is close to even, but really emphasizes the defensive tanky nature of the dwarf. Drops BE slightly to compensate.
+25% BE
-75% construction cost
+10% DME
+100% food needed
13/8 elite 8.5nw 1100gc
Spellbook: Gluttony
Faery
Direction: All-in on self spells and duration spellcasting. Makes an awesome mystic with extra mana and high duration MS, chastity, and whatever else you want to throw on people, but lacks the rune efficiency of elf and the raw WPA of DE.
+20% self spell duration
+20% combat spell duration
-1 mana self spells
All racial spells
(no penalties)
7/12 elite 8nw 950gc
Spellbook: all racial spells
Undead
Direction: Massively simplifying undead. Still very sturdy attackers, great when they can land plague, hard to bring down due to low offensive casualties, but not quite so op early age with the conversions and pop bonus.
-50% offensive casualties
no food needed
spreads and is immune to plague
no hospitals
14/5 elite 8nw 875gc
Spellbook: AD, chastity
Dark Elf
Direction: Moving the wpa from faery over here because I prefer it on a race that doesn't need to cast a ton of self spells, and DE can look somewhat similar to old fae as well. Swapping damage to heretic, so DE can pick up training thieves with credits instead to let it sustain TPA in a hybrid setup.
+2 ospec
+25% WPA
Can train thieves with credits
-5% Pop
7/13 elite 8.5nw 1100gc
Spellbook: RM, Gluttony
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Personalities
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Mystic
Direction: Picks up blizzard, mystic being the duration spell personality
+150% guild land effect
+1 mana
+25% arcane book production
Spellbook: MS, Blizzard, ET, Rev
Starts with: 800 wiz
Rogue
Direction: rogue was good this age. Just give it back thief cost reduction to compete with the increased personality strength elsewhere.
+100% TD land effect
-30% thief cost
+1 stealth
+25% arcane book production
Access to GA, AW, prop
Spellbook: ET, Rev
Starts with: 800 thieves
Heretic
Direction: give heretic back its damage bonuses. Swap the -thief losses to TD effect. Boost to t/m heretic but slight nerf to a/m heretic.
+75% guild land effect
+50% TD land effect
+10% spell and sabotage damage
+25% arcane book production
Spellbook: NM, FG, Rev
Starts with: 400 wiz, 400 thieves
Bandit
Direction: A/T personality that focuses on resource stealing and using ops to boost offensive power via gc for mercs, stealing war horses, and grabbing prisoners.
+50% TD land effect
+25% gains on robs and plunders
Some additional prisoners are captured on kidnap and free prisoners ops
Prisoners and mercs are +3
-75% merc cost
Access to GA and SWH
+25% econ book production
Spellbook: Gluttony and Vermin
Starts with: 400 thieves, 400 solds and creds
Cleric
Direction: Slight tweak to focus more on defensive WPA to make cleric even more the sturdy attacker choice.
-30% casualties
Immune to plague
Can cast spells on mates
+20% Defensive WPA
+25% econ book production
Spellbook: GP, DS, IS, Wrathful Smite
Starts with: 600 solds and creds, 200 wiz
Artisan
Direction: change land effect to 10% all buildings to give artisan more general purpose power rather than only being useful as a bank.
+50% building credits
-50% construction time
+10% land effect all buildings
+25% econ book production
Income penalty protection
Spellbook: Ghost workers
Starts with: 600 solds and creds, 200 building creds
Tactician
Direction: rather than attack speed, have tact mainly focused on gains with battle gains, ambush protection, and sacred mist. They're the attacker-killers while warrior is the t/m-killer.
+10% battle gains
-33% land lost on ambushes
accurate intel
+25% war book production
Spellbook: CS, sacred mist
Sarts with: 800 solds and credits
Warrior
Direction: Lean further into being t/m-killer with fanat giving some extra OME and lower cq losses and higher mass effect.
+10% OME
-25% casualties on conquest attacks
+15% gains on massacres
+25% war book production
Spellbook: PF, fanat
Starts with: 800 solds and creds
War Hero
Direction: Reload attacker that gets PI for faster training and lower maintenance for all those elites, conversions, and stronger elites both offensively and defensively. Makes WH look real nice for both offensive and defensive elite races. Toned down the honor bonus to compensate and removed dragon immunity.
+50% honor bonuses
Convert specs to elites
+1/+1 elite
+25% war book production
Spellbook: Hero's inspiration (PI renamed)
Starts with: 800 elites
Sage
Direction: Instead of an extra bonus to econ books and boost to labs, just give free permanent rev and let sage decide where sci should go mroe. Also make SI much weaker and more expensive, but let sage use it for a short boost in power. Also start with an extra scientist instead of books. Sage is all about scaling, not early bonuses at all.
+25% scientist generation
+25% book production
-50% losses on learn attacks
Spellbook: amnesia, SI
Starts with: +1 scientist