(I'll try to keep changed/added suggestions light blue, and previous values that are to be changed/removed pink)
Age 79 Changes Suggestions
I. MECHANICS (Science)
Idea: Science, if kept the way it is, is too strong. These suggestions help to balance science for a longer age by reducing multipliers across the board, and a slight decrease to spawn rate. Learns are also too strong out of war, but too weak in war.
Learn Attack: Out of War, Unallocated books = Base ~12%; [~30%]; Allocated books = Base ~3%; [~5%]
Learn Attack: In War, Base ~6%; [~4%]
Amnesia: Base per cast ~1-1.8%; [~ .5-.9][No longer available to all, still war only]
Universities: Base 2.7% [1.8%], Max 75%
Scientist Spawn Rate = Base .5%[1%]
Science Bonus = Base SQRT(# of Books) * Multiplier
ECONOMY-----Multiplier-----Previous Multiplier
Alchemy-----------0.025-----0.0592
Tools---------------0.015-----0.0424
Housing------------0.01------0.0254
Production---------0.15------0.254
Bookkeeping-------0.02------0.051
Artisan-------------0.0125----0.034
WARFARE-----Multiplier-----Previous Multiplier
Strategy------------0.0167-----0.034
Siege---------------0.015-------0.03
Tactics--------------0.0167-----0.034
Valor----------------0.025-------0.0424
Heroism-------------0.02--------0.034
EDIT: Fortify-------------0.005------N/A
ARCANE ARTS---Multiplier-----Previous Multiplier
Crime----------------0.067------0.152
Channeling----------0.067------0.186
Shielding------------0.005------0.034
Cunning-------------0.01--------0.034
Invocation-----------0.025------0.042
Divination-----------0.025------N/A
EDIT:*Fortify = Decrease Gains from Enemy attacks
*Divination = Decreased Penalties from NW differences, Decreased Losses from Failed Operations
*Invocation = Ritual Rune Cost Reduction, Refund Runes from Failed Spells
Reassigning Scientists Drops them by 1 level of experience
Professor -> Graduate with 14400 experience -> Novice with 2400 -> Recruit with 0
II. Races
Avian
Bonuses
-33% Attack Time [-30%]
+33% Birth Rate [+40%]
+33% Specialist Credits from Attacks [+35%]
Immunity to Pitfalls
Penalties
Cannot use War Horses/Stables
[-5% Battle Gains]
Spell Book: Town Watch, Clear Sight [Fanaticism, Greater Protection]
EDIT:Elite: 8/3 [8/3] NW: 9.5 [9] Cost: 1100 [900]
Dwarf
Bonuses
+20% Building Efficiency [+25%]
Free Building Construction
-25% Building Construction Time [-50%]
Penalties
+100% Food Consumption [+75%]
[Can't Use Accelerated Construction]
Spell Book: Mystic Aura, Fool’s Gold [Inspire Army]
EDIT:Elite: 4/8 [7/4] NW: 10.25 [9] Cost: 1300 [925]
Light Elf [Elf]
Bonuses
+15% WPA [+35%]
+33% Tower Efficiency [+30%]
+1 Defensive Specialist
Empowered Nature’s Blessing (100% Cures Plague, Removes Storms/Droughts in addition to preventing)
Penalties
+25% Wages [+30%]
Spell Book: Chastity, Tornadoes, Greater Protection [Inspire Army]
EDIT:Elite: 7/5 [8/3] NW: 10 [9.5] Cost: 1250 [950]
Shadow Elf
Bonuses
+1 Mana
+20% Instant Spell Damage
-25% Honor Losses
Empowered Shadowlight (Does not expire on enemy thievery attempt, remains active for duration)
Penalties
-25% Effectiveness from Honor
Spell Book: Invisibility, Mage’s Fury, Quick Feet
EDIT:Elite: 8/4 NW: 9.25 Cost: 1400
Faery
Bonuses
+33% Self-Spell Duration [+30%]
+20% Sabotage Operation Damage
+1 Stealth
Penalties
-5% Population [-10% Income]
Spell Book: Tree of Gold, Greater Protection, Mystic Aura, Animate Dead, Town Watch
EDIT:Elite: 2/9 [3/8] NW: 10.5 [10] Cost: 1500 [1100]
Halfling
Bonuses
+15% Thievery Effectiveness (TPA) [+30%]
+15% Population [+7%]
-50% Thief Costs
+1 Soldier Offense and Defense
Penalties
-10% Building Effectiveness [-5%]
Spell Book: Aggression, Town Watch Quick Feet
EDIT:Elite: 6/6 [5/7] NW: 9.0 [9.5] Cost: 1150 [900]
Human
Bonuses
+20% Income [+30%]
+20% Economy Sciences Effectiveness
+1 Horses Strength
+50% Stables Capacity
Immunity to Income Penalties
Penalties
EDIT: +50% Rune Cost
[-10% WPA]
Spell Book: Inspire Army, Revelation [Greater Protection, Quick Feet]
EDIT:Elite: 5/7 [8/3] NW: 9.25 [9.5] Cost: 1250 [1100]
Orc
Bonuses
+20% Battle Gains
-75% Draft Costs
+25% Draft Speed
+15% Enemy Casualties when attacking
Penalties
-10% Arcane Arts Sciences Effectiveness [-10% Science Effectiveness]
+10% Military Casualties
Spell Book: Reflect Magic
EDIT:Elite: 9/2 [9/2] NW: 10 [9] Cost: 1400 [925]
II. Personalities
The Heretic
Guilds +75% Effectiveness [+100%]
Wizards don’t die on failed spells
-50% Thief Losses on failed sabotage [-66%]
+20% Arcane Arts Sciences Effectiveness [+40% Channeling/Crime]
+1 Mana
Spells: Blizzard, Nightmare, Fool's Gold, Amnesia [Chastity]
Start: +200 Wizards, +400 Thieves
The Mystic
Guilds +150% Effectiveness [+200%]
+20% Offensive Spell Duration
+50% Channeling Science Effectiveness [+100%]
Spells: Meteor Showers, Paradise, Mage's Fury, Amnesia, Revelation [Chastity]
Start: +400 Wizards
The Paladin
Guilds +50% Effectiveness
EDIT: Can cast Paladin Only spells on Kingdom mates at -1 mana cost
+50% Valor Science Effectiveness
[+30% Dragon-Slaying Unit Strength]
Spells: Paladin Spells
Start: +200 Wizards, +400 Soldiers, +200 Elites
The Rogue
Guilds +50% Effectiveness
Thieve’s Dens +50% Effectiveness [+75%]
Access to all Thievery Operations Including Rogue Only
+50% Crime Science Effectiveness
+1 Stealth
Spells: Gluttony, Paradise, Invisibility, Revelation
Start: +800 Thieves
The Sage
+25% Scientist Spawn Rate
+25% Books From Scientists
+50% Laboratories, Schools, and Universities Effectiveness
Immune to Amnesia
Spells: Amnesia, Revelation
Start: +100% Starting Scientists
The Tactician
-15% Attack Time
Accurate Espionage
+20% Warfare Sciences Effectiveness
+10% Thievery Effectiveness (TPA)
Spells: Invisibility, Greater Protection [Clear Sight, Fanaticism]
Start: +400 Soldiers, +400 Specialist Credits, +400 Thieves
The Undead
Spreads and is Immune to the Plague
-50% Offensive Military Casualties [-30% Military Casualties]
-100% Food Consumption
+25% Offensive Spell Effectiveness
Spells: Animate Dead, Nightmares [Greater Protection]
Start: +200 Wizards, +400 Soldiers. +400 Specialist Credits
The War Hero
+100% Honor Bonuses
+1 Offense Specialist Strength
EDIT: +50% Heroism Science Effectiveness
[Immunity to Dragons]
Convert Specialists into Elites
Spells: War Spoils
Start: +800 Elites
The Cleric
-50% Defensive Military Casualties
+10% Magic Effectiveness (WPA)
+33% Shielding and Divination Sciences Effectiveness
Spells: Chastity, Fanaticism, Greater Protection, Divine Shield**
Start: +200 Wizards, +400 Soldiers, +400 Specialist Credits
The Warrior
+10% Offensive Military Effectiveness
Full Conquest Access
+50% Siege Science Effectiveness
Spells: Bloodlust
Start: +800 Soldiers, +800 Specialist Credits