To ease the transition to the new code, which is based on age 42, changes will edge back toward the game as it was then. Only minor changes this round -
Races
Humans
* Income : +25% (was +30%)
* Science Effectiveness : +30% (was +20%)
* Defensive Specialist Strength : +1
* Magic Effectiveness : -25%
* Specific Spellbook – Greater Protection, Aggression, Pitfalls
* Elite Unit – Knight (6/3, $750, 5.25 nw)
Dwarves
* Building Efficiency : +30% (was +25%)
* Free Building Construction
* Immunity to Fog
* Thievery Effectiveness : -20%
* Can't use Accelerated Construction
* Specific Spellbook – Fog, Animate Dead
* Elite Unit – Berserker (7/4, $900, 6.75 nw)
Gnomes
* removed food penalty (new)
* Thievery Effectiveness : +40%
* Cost of Thieves : -50%
* Population Limit : +15%
* Homes increase population by 10 instead of 8
* Birth Rates : -25%
* No Access to Hospitals
* Specific Spellbook – Quick Feet, Town Watch, Vermin
* Elite Unit – Golem (5/4, $250, 4.5 nw)
Elves
* No changes
Dark Elves
* Magic Effectiveness : +30%
* No runes needed (was 50% needed)
* Offensive Specialist Strength : +1
* Wages : +30% (was +25%)
* Exploration costs +30%
* Dark Elves can use forts again (new)
* Specific Spellbook – Invisibility, Fool’s Gold, Nightmares, Tree of Gold
* Elite Unit – Drow is now 5/6, $900, 6.0 nw
Orcs
* No changes
Undead
* Some offensive specialists are converted to elites on successful Traditional Marches (not on intra hits, diminishing returns on oversending) - slightly boosted
* Offence specs and Elites can not die on attacks you make (but can be killed on defence/ambush)
* No food needed
* Spreads & is Immune to the Plague
* Access only to basic thievery ops
* Science Effectiveness : -30% (was -50%)
* Specific Spellbook – War Spoils, Animate Dead, Reflect Magic
* Elite Unit - Ghoul (9/3, cannot be trained, 8.0 nw)
Personalities
The Shepherd
* Immune to Drought, Plague, and Storms (new)
* 30% faster military training, building construction, exploring, and scientific research
The Warrior
* No change
The War Hero
* Access to enhanced Conquest Attack at all times
* Gain 50% more Specialist and Building Credits
* +25% Enemy Casualties on Attacks (new)
* Can no longer send 25% more mercenaries/prisoners, and mercenary cost is back to normal
The Mystic
* No change
The Merchant
* No change
The Cleric
* Spell effect Animate Dead is always active
* -30% troop losses on all attacks (was -20%)
The Sage
* No longer immune to plague
* Every 2 Acres of land produces 1 Science Book per Hour
* 75% Protection from Learn Attacks (was 50%)
The Rogue
* No change
Attacks
* Raze destroys all acres in war
Magic (clarification)
* If Explore Pool has 0 acres, you will only receive 50% acres from Paradise