Age 61 changes(last ages factors)
Brackets Illistrates changes that have occurred. I did not compare shop items or changes to attacks.
Race Changes
Avians
-30% Attack Time
+20% Birth Rate (+15%)
No Access to Stables
-10% gains on attacks(This is new)
Fanaticism, Greater Protection
Elite: 6/2, 500gc(550gc), 5NW
Dwarves
+30% Building Efficiency
Free Building Construction
Can use credits to raze buildings
Can't use Accelerated Construction
+ 75% food consumption(This is new)
(-5% attack gain removed)
Fools Gold, Quick Feet, Mystic Aura
Elite: 6/3(6/1), 700gc(500gc), 5.5NW(4.75NW)
Elf
+30% wpa
-50% defensive losses
+1 defensive specialist strength
(Revive dead troops removed)
Nightmares, Pitfalls, Mages Fury(Amnesia removed)
Elite: 5/4(5/3), 800gc(600gc), 5.75NW(5.25nw)
Faery
+30% Spell damage (instant spells)
+30% Sabotage damage
+1 mana per tick in war(this is new)
All racial spells
Elite: 4/5(3/5), 650gc(600gc), 5.5NW(5.25nw)
Halflings
+10% population
+50% TPA
-50% thief cost
+1 offensive specialist strength
-25% Birth Rate(-20% Birthrate)
Invisibility, Town Watch, Aggression, Animate Dead
Elite: 4/4, 450gc(400gc), 4NW
Human
+20% Science Effectiveness
+20% income(this is new)
-5% population
Tree of Gold, Fountain of Knowledge
Elite: 6/4, 1000gc 5.5NW
Orcs
+25% Attack Gains(+30%)
Free draft
+25% Enemy casualties when attacking(15%)
-20% science effectiveness
Reflect Magic
Elite: 7/1, 750gc, 5.75NW
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
Elite: 7/2, 600gc(800gc), 6NW
Personality Changes
The Merchant
Gain 50% more Specialist and Building Credits
Access to Tree of Gold(This is new)
Starts with +1600 specialist credits(New)
(+ 30% income removed)
The Sage
Every 3 acres generates 1 book
-30% cost of science(-50%)
Protect 30% of science from the Learn attack.(New)
Access to Amnesia(New)
Starts with 40000 science books(New)
The Rogue
+1 Stealth recovery per tick
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
Access to Vermin
Starts with +400 thieves(New)
The Mystic
All Guilds are twice as effective
+1 mana per tick in War
Access to Meteor Showers, Chastity, Nightmares
Starts with +200 Wizards(New)
The Warrior
+1 General
+10% OME in war
Enhanced Conquest range
Access to Bloodlust
Starts with +800 soldiers and +800 specialist credits(New)
The Tactician
-15% Attack Time(-20%)
Accurate Espionage
Access to Clear Sight
Starts with +800 soldiers and +800 specialist credits(New)
The Cleric
-35% Your Military Casualties (on attack or defense)
Access to Pitfalls
Starts with +800 soldiers and +800 specialist credits(New)
The War Hero
-50% train time
Immune to Dragon effects
Immune to The Plague
Access to War Spoils
Starts with 400 elites(New)
Mechanic/Other Changes
Dragons:
Sapphire:
25% lower magic effectiveness(30%)
25% lower thievery effectiveness(30%)
10% lower income
the loss of 20% of new draftees
Emerald:
20% Higher military losses in combat(15%)
15% lower attack gains
10% lower income
the loss of 20% of new draftees
Troops will slay a dragon at their individual strength. A race with +1 offensive strength will slay at 5 points, an elite will slay at its highest elite value. You cannot oversend when slaying any more. (New)
Shop items:
Taunts: Price reduced by 50% to 5 credits. Added additional checks to avoid taunting your own kingdom.
Kingdom hostile meter: Price reduced by 50% to 10 credits a week.
Buildings
Homes: Increase population by 10(was 8), (assuming BR increase by %*4 remains)
Stables: Hold 80 horses per stable, draft 2 horses an hour.(Held 60, produced one per day)
Attacks:
Massacre: Raze element in war removed. Damage in war increased.
Raze: Damage in war to buildings significantly increased.
War Win chart formula: TBC