The Merchant
+30% Income
-80% Money Losses on Plunder Attacks /give a real possibility to store gc
Dwarf
+ 20% BE /10% feels like nothing
+ 30% Spell Damage (Instant Spells)
Free Building Construction
Can use credits to raze buildings
+ 50% Food consumption
Accelerated Construction not available
Spell book: Quick Feet, Fanaticism, Fools Gold, Clearsight
Elite: 7/3, 750gc, 6.5NW
Faery
+30% damage on spells and ops
+30% WPA and TPA
+10% Population
Offensive Specialist Strength -1
Spellbook: All racial spells
Elite: 3/8, 2000gc, 7.5NW (elite to cost more because of +10 pop +1spec, in range 1200-2000 ,someone else balance this,probably 1500)
:)
Humans
+15% Population (they feel weak with 10%)
+ 50% Thievery Damage (Sabotage Ops)
+ 50% Spell Damage (Instant Spells)
Spellbook: Tree of Gold, Fountain of Knowledge, War Spoils
Elite: 5/5, 500gc, 5.5NW
The Undead
-50% Offensive losses on attacks you make
Successful land attacks convert specialists to elites
Spreads and is immune to The Plague
10% food needed in the form of killed units~ (not serious just funny hint)
- 25% science effectiveness
Spellbook: Greater Protection, Town Watch, Animate Dead, Chastity
Elite: 10/3, 1200gc, 8?NW (not so good perhaps. mis warspoils)
The Warrior
+1 General
(+10% OME in war)
Enhanced Conquest range + not effected by networth ( cq not effected by networth (cq hit calc as equal net hit), war only? )
The War Hero
+50% more bonuses from honor (max honor loss per hit 50 points???) (Just a hint, someone else balance)
-50% draft cost
-50% train time
pls tell why not in case disagreeing
edit ************'
Better faery perhaps
Faery
+30% damage on spells and ops
+30% WPA and TPA
-10% Population
Offensive Specialist Strength -2
Spellbook: All racial spells
Elite: 4/8, 1000gc, 7.5NW (to give some attack ability to counter Offensive Specialist Strength -2)