Potential revision:
Avians:
-30% attack times
+20% birth rates
Accurate Espionage (taken from Tactician)
No access to stables
(removed: -10% gains)
Greater Protection, Fanaticism
Elite: 6/2 500gc 5nw
Dwarves no change
Elf
+30% wpa
-50% defensive losses
+1 defensive specialist strength
-10% gains (taken from Avian, defensive advantages are countered by difficulty fortifying military gains)
Nightmares, Pitfalls, Mages Fury
Elite: 5/4, 800gc, 5.5NW (brought closer in line with other races elites)
Faery
+30% Spell damage (instant spells)
+30% Sabotage damage
+1 mana per tick in war
All racial spells
Elite: 4/5, 750gc, 5.5NW (a race with native ToG has a lot of advantage as-is, and Faeries got some really nice buffs; the added cost nerfs their substantial economic lead)
Halflings
+10% population
+50% TPA
-40% thief cost (down from -50%)
+1 offensive specialist strength
-25% Birth Rate
Invisibility, Town Watch, Aggression, Animate Dead
Elite: 4/4, 450gc, 4NW
Human no change
Orc
+25% Attack Gains
Free draft
+25% Enemy casualties when attacking
-20% science effectiveness
Reflect Magic
Elite: 7/2, 750gc, 6NW
(expensive elites and a slight decrease in nw-efficiency as attackers, compensated by added defense on their elites, giving them slightly more durability and less of a disadvantage if caught armies-in)
Undead
-50% Offensive losses on attacks you make
Converts some Specialists into Elites on successful land attacks
Spreads and is Immune to The Plague
No Food Required
Basic Thievery (Intel operations only)
Town Watch, Vermin
Elite: 7/1, 600gc, 5.75NW
(trades elite with Orcs. while i don't like this approach to undead, the only other usable elites that aren't used by other races would be 5/5 which should be avoided, and 7/3 which is far too strong. the low defense value on ghouls might encourage Undeads to use more offspecs to counteract ambush and huge defensive losses. in exchange, their nw efficiency is slightly improved relative to Orc, but lack the Orc damage mods. Undead given Vermin adds some unique flavor to them, but also fits well with attacking food stores, while also indirectly giving Faeries Vermin)
Merchant no change
Sage:
Every 3 acres generates 1 book
-30% cost of science
Protect 30% of science from the Learn attack.
Access to Amnesia and Fountain of Knowledge
Starts with 40000 science books
(FoK is already a racial unique, but this gives people who pick Sage another slight edge in accumulating science. Right now Sages are too underpowered for most kingdoms to consider, but Amnesia as a personality unique is an interesting approach to allow Sages to attack other kingdoms' science.)
The Rogue
+1 Stealth recovery per tick
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
-20% thief training costs
(remove Vermin)
Starts with +400 thieves
(Building up tpa with Rogues during war becomes easier, without giving them too much more power; pumping Rogues saves considerable money as well. They lose Vermin, which becomes a racial spell for Faery and Undead.)
Mystic: (no change)
All Guilds are twice as effective
+1 mana per tick in War
Access to Meteor Showers, Chastity, Nightmares
Starts with +200 Wizards
The Warrior
+1 General
+10% OME in hostile
Enhanced Conquest range
Access to Bloodlust
Starts with +800 soldiers and +800 specialist credits
(the only change is removing the loophole which encourages kingdoms to drag out hostiles against Warrior kingdoms, but even without this warrior should be fine)
The Tactician
-15% Attack Time
(remove Accurate Espionage)
-30% military wages
Access to Clear Sight
Starts with +800 soldiers and +800 specialist credits
(Tacticians lose their accurate espionage to Avians. They pay less on wages to make up for this, which is a slight improvement for pure attackers who don't care so much about thief losses.)
The Cleric
-30% Your Military Casualties (on attack or defense)
Immune to Plague
Access to Pitfalls
Starts with +800 soldiers and +800 specialist credits
(Loses some of their durability in exchange for Plague Immune, and its removal from War Hero. Since other attacker options have been weakened, Cleric should not be buffed too much.)
The War Hero
-50% train time
Immune to primary Dragon effects (the effects on income and drafting will remain, but the specific effects of Ruby, Emerald, etc. are negated)
(remove Plague Immunity)
Access to War Spoils
Starts with 400 elites
(I don't know if all of these can be programmed. War Heroes are quite strong in the right kingdom. Transferring Plague Immunity to Cleric would be enough. I don't like Dragon Immunity as a concept, but partial dragon immunity might be a way to nerf the WH. If this appears too weak, maybe they can get +50% honor bonuses back (blech). I don't think WH is too OP so whatevers...)
Mechanic/Other Changes
Dragons:
Dragon HP increased slightly (5%? 20%?) to account for dragons being easier to slay.
Removal of friendly dragon exploits (if they still exist)
Shop Items:
Hostile Meter is free - why not reveal this information for all kingdoms? I guess it is useful for noobly kingdoms that can't monitor and count hits, but I have to wonder how many kingdom hostile meters sell.
Sitters can now sit for a second province and control 3 overall. (This should increase the willingness of kingdoms to use sitting credits when they are lacking active players, and possibly increase revenue if that is the goal. Again I am not sure how well this can be programmed.)
Buildings
Homes: Increase population by 10
Stables: Hold 80 horses per stable, draft 2 horses an hour.
Armories: Reduce draft cost and wages by % * 2.5 instead of % * 2
Magic
Tree of Gold rune cost multiplier increased to 1 (from 0.8), difficulty increased, and gains reduced by -10%
Greater Protection effect increased to +7% DME from +5%, rune cost multiplier increased to 0.9 and difficulty increased
Greater/Minor Protection override each other and do not stack
Anyway the changes as they stand are fine, aside from Avian being weak.

