Looking at a more simplified system of game changes where the base race and personalities remain the same - but where the AGE variables change

Why? Well after discussions with many newer players they find the learning curve with the constant "Tweaking" very confusing - this way variety can be added but also a measure of stability.

This is more for my own benefit - as I know some may agree - many will not - but it does provide food for thought.


Races Avian
Bonuses -20% Attack Time
+15% Enemy Military Casualties

Spells Access to Aggression, Fanaticism

Penalty +10% Combat Losses
No Access to Stables and War Horses

Offensive Defence GC cost Networth
Soldiers 3 3 0 1.5
Offensive 11 0 350 4.4
Defense 0 11 350 5.5
Elite Units 14 5 850 7.25
Mercenarys 8 0 Varies 0
Prisoners 8 0 0 1.6
War Horses N/A N/A N/A N/A


Races Dwarf
Bonuses Free Construction
-50% Construction Time

Spells Access to Miner's Mystique, Mist, Mystic Aura

Penalty +50% Food Consumption
Cannot Accelerate Construction

Offensive Defence GC cost Networth
Soldiers 3 3 0 1.5
Offensive 10 0 350 4
Defense 0 10 350 5
Elite Units 13 6 950 7.5
Mercenary's 8 0 Varies 0
Prisoners 8 0 0 1.6
War Horses 3 0 0 0.9


Races Elf
Bonuses +20% Spell Duration
Guilds create 10 runes per tick

Spells Access to All Racial Spells

Penalty -10% Population


Offensive Defence GC cost Networth
Soldiers 3 3 0 1.5
Offensive 10 0 350 4
Defense 0 12 350 6
Elite Units 12 6 975 7.5
Mercenary's 8 0 Varies 0
Prisoners 8 0 0 1.6
War Horses 3 0 0 0.9


Races Faery
Bonuses +20% Magic Effectiveness (WPA)
No Runes Needed (excluding Ritual)

Spells Access to Chastity, Ghost Workers, Gluttony, Invisibility, Magic Ward, Sloth

Penalty -5 Homes Capacity
-20% Birth Rate

Offensive Defence GC cost Networth
Soldiers 3 3 0 1.5
Offensive 10 0 350 4
Defense 0 10 350 5
Elite Units 4 12 900 6.75
Mercenary's 8 0 Varies 0
Prisoners 8 0 0 1.6
War Horses 3 0 0 0.9



Races Halfling
Bonuses +10% Population
+20% Thievery Effectiveness (TPA)
-30% Thief Cost
Spells Access to Town Watch

Penalty -5% BE


Offensive Defence GC cost Networth
Soldiers 3 3 0 1.5
Offensive 10 0 350 4
Defense 0 10 350 5
Elite Units 10 4 625 5.5
Mercenary's 8 0 Varies 0
Prisoners 8 0 0 1.6
War Horses 3 9 0 0.9


Races Human
Bonuses +10% Science Efficiency
+20% Birth Rate

Spells Access to Greater Protection, Tree of Gold

Penalty +15% Military Casualties
+25% Spell Rune Cost

Offensive Defence GC cost Networth
Soldiers 3 3 0 1.5
Offensive 12 0 350 4.8
Defense 0 10 350 5
Elite Units 8 12 1150 8.25
Mercenary's 8 0 Varies 0
Prisoners 8 0 0 1.6
War Horses 3 9 0 0.9


Races Orc
Bonuses +20% Combat Gains
Free Draft

Spells Access to Bloodlust

Penalty +15% Damage taken from Instant Spells
+15% Damage taken from Sabotage Ops

Offensive Defence GC cost Networth
Soldiers 3 3 0 1.5
Offensive 10 0 350 4
Defense 0 10 350 5
Elite Units 14 4 950 6.75
Mercenary's 8 0 Varies 0
Prisoners 8 0 0 1.6
War Horses 3 9 0 0.9


Races Undead
Bonuses -50% Offensive Military Casualties
Spreads and is Immune to the Plague
No Food Needed
Access to Animate Dead
Spells N/A
Penalty -20% Science Efficiency
No Access to Hospitals

Offensive Defence GC cost Networth
Soldiers 3 3 0 1.5
Offensive 10 0 350 4
Defense 0 10 350 5
Elite Units 15 4 850 7.25
Mercenary's 8 0 Varies 0
Prisoners 8 0 0 1.6
War Horses 3 9 0 0.9


Personalities
The Cleric
-15% Military Casualties
Immune to the Plague
Can Cast Support Spells on Kingdom Members
Access to Divine Shield, Fanaticism, Greater Protection, Illuminate Shadows, Salvation, Wrathful Smite
Starts with +600 Soldiers, +600 Specialist Credits and +200 Wizards


The Heretic
+75% Wizard Production
-50% Thieves Lost on Failed Thievery Operations
+20% Spell Damage
+20% Sabotage Damage
Access to Amnesia, Fool's Gold, Nightmare, Vermin
Starts with +400 Thieves and +400 Wizards


The Merchant
+30% Income
30% Protection of Gold from Theft, Plunder, Fool's Gold
Immune to All Income Penalties
Access to Clear Sight
Starts with +600 Soldiers, +600 Specialist Credits and +100k gold


The Mystic
+100% Guilds Effectiveness
+1 Mana Recovery per Tick
Access to Blizzard, Mage's Fury, Meteor Showers, Pitfalls
+20% Channeling Science Efficiency
Starts with +800 Wizards



The Rogue
+100% Thieves' Dens Effectiveness
+1 Stealth Recovery per Tick
Access to All Thievery Operations
+20% Crime Science Efficiency
Starts with +800 Thieves


The Sage
-50% Science Book Losses on Learn Attacks
Access to Fountain of Knowledge, Revelation, Scientific Insights
Starts with +400 Soldiers, +400 Specialist Credits and 3000 Science Books in each Category



The Shepherd
-15% Combat Losses
-15% Damage taken from Instant Spells and Sabotage Operations
Immune to Droughts, Storms
Access to Reflect Magic
Starts with +800 Soldiers and +800 Specialist Credits


The Tactician
+1 General
Enhanced Conquest Attack
Accurate Espionage
Access to Quick Feet
Starts with +800 Soldiers and +800 Specialist Credits


The War Hero
+50% Bonuses from Honor
-30% Honor Loss in Combat
+5% Military Efficiency in War
Starts with 800 Elites


The Warrior
+15% Offensive Military Efficiency
-20% Military Wages
-75% Mercenary Cost
Starts with +800 Soldiers and +800 Specialist Credits



The Seasons


Summer

Spells
Builders boon Decreases construction costs by 25%
Fertile land - rune cost decresed by 15% food production 25%
Ghost Workers The required number of jobs filled for maximum Building Efficiency is reduced by 15%.
Love & Peace Increases base birth rate from 2.05% to 2.85%. Increase War Horses production by 40%. Duration: 22hours
Mist Lowers enemy gains by 10% on defensive battles for a duration
Nature's Blessing rotects your land against Storms and Drought. Has a 33% chance of curing Plague (per cast). Duration: max 24 hours
Quick Feet Effect: Decreases your attack time by 25%.
Heat wave Effect: Reduces the building effectiveness of a province by 12%.
Droughts Decreases food production by 35%, military draft rate by 25% and horses production by 60%. Some horses may also die as a result.
Bushfire Kills peasants and troops (soldiers, specialists and elites) at home also destroys 2% buildings each Utopian Day the spell is active
Storms Effect: Kills 1.5% of peasant population per day. Increases Tornado damage taken by 15%.
Vermin Effect: Destroys (on average) about 50% of target's food supplies.
Fog Effect: Increases enemy attack times by 3 hours.


General
All attacks -20% attack time except ambush
Base gold production remains the same
Anon attacks no change
All attacks convert spec to elite
Specialist credits gained normal
Homes birthrate stays the same


Rituals
Affluent: +15% Income, +20% Draft Rate
Barrier: -20% Damage from Enemy Instant Magic & Thievery Operations, -10% Combat (Resource) Losses
Expedient: -20% Training Time, -20% Training Cost, -20% Construction Time, -20% Construction Cost
Godspeed: -10% Attack Time, +20% Honor Gained in Combat, +20% Credits Gained in Combat
Havoc: +20% Offensive WPA & TPA, +5% Instant Spell Damage, +5% Sabotage Damage
Onslaught: +10% Offensive Military Efficiency, +15% Enemy Military Casualties on Attacks
Stalwart: +10% Defensive Military Efficiency, -15% Defensive Military Casualties



Fall / Autumn

Spells
Builders boon Decreases construction costs by 20%
Fertile land - rune cost increased by 5% food production 25%
Ghost Workers The required number of jobs filled for maximum Building Efficiency is reduced by 25%.
Love & Peace Increases base birth rate from 2.05% to 2.95%. Increase War Horses production by 40%. Duration: 25hours
Mist Lowers enemy gains by 10% on defensive battles for a duration
Nature's Blessing rotects your land against Storms and Drought. Has a 40% chance of curing Plague (per cast). Duration: max 24 hours
Quick Feet Effect: Decreases your attack time by 15%.
Blizzard Effect: Reduces the building effectiveness of a province by 10%.
Droughts Decreases food production by 15%, military draft rate by 5% and horses production by 30%. Some horses may also die as a result.
Hurricane Kills peasants and troops (soldiers, specialists and elites) at home also destroys 2% buildings each Utopian Day the spell is active
Storms Effect: Kills 2.5% of peasant population per day. Increases Tornado damage taken by 25%.
Vermin Effect: Destroys (on average) about 40% of target's food supplies.
Fog Effect: Increases enemy attack times by 2 hours.


General
All attacks -no change to attack time
Base gold production reduced by 5%
Anon attcks gains increased by 10%
All attacks convert spec to elite plus 10% increase due to bravery at venturing out in the bad conditions
Specialist credits increased by 5%
Homes birthrate decreases by 5%


Rituals
Affluent: +20% Income, +25% Draft Rate
Barrier: -20% Damage from Enemy Instant Magic & Thievery Operations, -10% Combat (Resource) Losses
Expedient: -20% Training Time, -20% Training Cost, -20% Construction Time, -20% Construction Cost
Godspeed: -10% Attack Time, +20% Honor Gained in Combat, +20% Credits Gained in Combat
Havoc: +20% Offensive WPA & TPA, +5% Instant Spell Damage, +5% Sabotage Damage
Onslaught: +10% Offensive Military Efficiency, +15% Enemy Military Casualties on Attacks
Stalwart: +15% Defensive Military Efficiency, -20% Defensive Military Casualties


Winter

Spells
Builders boon Decreases construction costs by 20%
Fertile land - rune cost increased by 15% food production 20%
Ghost Workers The required number of jobs filled for maximum Building Efficiency is reduced by 30%.
Love & Peace Increases base birth rate from 2.05% to 3.25%. Increase War Horses production by 40%. Duration: 36hours
Mist Lowers enemy gains by 25% on defensive battles for a duration
Nature's Blessing rotects your land against Storms and Drought. Has a 50% chance of curing Plague (per cast). Duration: max 24 hours
Quick Feet Effect: Decreases your attack time by 5%.
Snow Storm Effect: Reduces the building effectiveness of a province by 20%.
Droughts Decreases food production by 5%, military draft rate by 5% and horses production by 20%. Some horses may also die as a result.
Floods Kills peasants and troops (soldiers, specialists and elites) at home also destroys 2% buildings each Utopian Day the spell is active
Storms Effect: Kills 3.5% of peasant population per day. Increases Tornado damage taken by 5%.
Vermin Effect: Destroys (on average) about 20% of target's food supplies.
Fog Effect: Increases enemy attack times by 1 hours.


General
All attacks+ 20% attack time including ambush
Base gold production reduced by 8%
Anon attcks gains increased by 25%
All attacks convert spec to elite plus 15% increase due to bravery at venturing out in the cold
Specialist credits increased by 10%
Homes birthrate increases by 10% (More people stuck indoors)


Rituals
Affluent: +20% Income, +25% Draft Rate
Barrier: -20% Damage from Enemy Instant Magic & Thievery Operations, -10% Combat (Resource) Losses
Expedient: -20% Training Time, -20% Training Cost, -20% Construction Time, -20% Construction Cost
Godspeed: -10% Attack Time, +20% Honor Gained in Combat, +20% Credits Gained in Combat
Havoc: +20% Offensive WPA & TPA, +5% Instant Spell Damage, +5% Sabotage Damage
Onslaught: +10% Offensive Military Efficiency, +15% Enemy Military Casualties on Attacks
Stalwart: +3% Defensive Military Efficiency, -5% Defensive Military Casualties



Spring

Spells
Builders boon Decreases construction costs by 25%
Fertile land - rune cost decresed by 20% food production 30%
Ghost Workers The required number of jobs filled for maximum Building Efficiency is reduced by 20%.
Love & Peace Increases base birth rate from 2.05% to 3.05%. Increase War Horses production by 40%. Duration: 30hours
Mist Lowers enemy gains by 10% on defensive battles for a duration
Nature's Blessing rotects your land against Storms and Drought. Has a 33% chance of curing Plague (per cast). Duration: max 48 hours
Quick Feet Effect: Decreases your attack time by 15%.
Spring Shower Effect: Reduces the building effectiveness of a province by 8%.
Droughts Decreases food production by 25%, military draft rate by 15% and horses production by 50%. Some horses may also die as a result.
Meteor Showers Kills peasants and troops (soldiers, specialists and elites) at home also destroys 2% buildings each Utopian Day the spell is active
Storms Effect: Kills 2.5% of peasant population per day. Increases Tornado damage taken by 25%.
Vermin Effect: Destroys (on average) about 60% of target's food supplies.
Fog Effect: Increases enemy attack times by 6 hours.


General
All attacks -10% attack time except ambush
Base gold production increased by 12%
Anon attacks no change
All attacks convert spec to elite
Specialist credits gained normal
Homes birthrate stays the same


Rituals
Affluent: +20% Income, +30% Draft Rate
Barrier: -20% Damage from Enemy Instant Magic & Thievery Operations, -10% Combat (Resource) Losses
Expedient: -20% Training Time, -20% Training Cost, -20% Construction Time, -20% Construction Cost
Godspeed: -10% Attack Time, +20% Honor Gained in Combat, +20% Credits Gained in Combat
Havoc: +20% Offensive WPA & TPA, +5% Instant Spell Damage, +5% Sabotage Damage
Onslaught: +10% Offensive Military Efficiency, +15% Enemy Military Casualties on Attacks
Stalwart: +10% Defensive Military Efficiency, -15% Defensive Military Casualties



As I said this is just me thinking out loud and I am sure a lot smarter people (If they like the idea) can run with this - or not....and obviously the community would have to agree on the final numbers...

Happy Gaming peoples...