The Age of Resurrection Changes

Game mechanic changes for age start:

- Base peasant income increased from 2.25 gc per peasant to 2.75.
- Base building time reduced to 16 hours.
- Fog will not affect an ambush
- Province allocation mechanic has been tweaked
- Base thief cost reduced to 500 gold coins
- Dark Elf is removed
- Gnome is removed
- Undead will be added
- Faery will be added
- Artisan is removed
- Cleric will be added

The following items will not be done before age start, but we want to look at them mid age. Bishop, or another mod, will create a thread mid-age detailing the issues and how we want to resolve it. We will invite people to discuss the issue and solutions with a view to implementing them at a later date

- inactive provinces can be deleted by the Monarch after 5 days along with making them available to trade for 5 more days.
- tax rate tweak on how the rate is calced on shipments
- relations system
- honor system
- science system

Races specs

Human
* + 20% income
* + 20% Thievery Effectiveness

* – 20% magic effectiveness
* Offensive Specialist Strength -1

Elite Unit – Knight (8/3, $800, 6.5 nw)
Spell book: Greater Protection, Aggression

Halfling
*+ 40% thievery effectiveness
* 50% thief cost
* + 5% population
* Espionage operations are 100% accurate in war

* cannot use hospitals

Elite Unit – Brutes (6/5, $500, 5.0 nw)
Spell book: Vermin, Town Watch, Quick Feet, War Spoils

Elf
* +2 mana per tick in war
* 20% lower troop costs
* Defensive Specialist Strength +1

* cannot use Dungeons

Elite Unit – Elf Lord (6/3, $750, 5.5 nw)
Spell book: Mystic Aura, Clear Sight, Fountain of Knowledge, Pitfalls, Amnesia, Quick Feet, Reflect Magic

Dwarf

* + 20% BE
* Free Building Construction (accelerated not available)

* -20% thievery effectiveness
* food consumption doubled

Elite Unit – Berserker (7/4, $900, 6.0 nw)
Spell book: Fog, Animate Dead

Orc
* + 30% gains
* 30% faster troop training
* -30% Draft Cost

* – 50% effects from honor
* -20% thievery and magic effectiveness

Elite Unit – Ogre (9/2, $900, 6.75 nw)
Spell book: Fanaticism, Aggression, Bloodlust

Avian
* – 25% attack times
* Immune to Fog

* cant use stables
- 30% birthrate

Elite Unit – Drake (8/3, $650, 6.5 nw)
Spell book: Clearsight, Town Watch

Undead
* Offense doesn’t die on attacks you make
* Successful land attacks convert specialists to elites *
* Spreads and is immune to The Plague
* No Food required

* -20% science effectiveness
* Access to basic thievery only

Elite Unit – Ghoul (9/3, cannot be trained, 7.0 nw)
Spell book: War Spoils, Nightmares, Chastity, Mages Fury

Faery
* + 50% magic effectivness
* + 1 stealth per tick

* – 10% population

Elite Unit – Beastmasters (4/7, $1000, 7.0 nw)
Spell book: All

* Undeads convert will be a 10% base on successful trad marches against non-hit opponents of similar networth in a similar sized kingdom when you do not oversend. We will also significantly boost it if your total offense is specialists, on a sliding scale.

Personalities

The Merchant
* +30% Income
* -25% Money Losses on Plunder Attacks
* Immunity to all Income Penalties (Riots, Plagues, etc.)
* Banks are twice as effective

The Shepherd
* Land generates 4 bushels of food per acre daily
* Immune to Droughts, Storms and the Plague
* -30% Explore time and costs
* -30% Building Construction Time and costs

The Sage
* + 25% science effectiveness
* – 30% Book Costs
* -30% Learn Time
* -50% Losses on Learn Attacks
* Every 4 Acres of land produces 1 Science Book per Hour

The Rogue
* +1 Stealth recovery per tick
* Access to all thievery operations, including 3 unique to rogues:
Greater Arson * Assassinate Wizards * Propaganda
* Thieves Dens are twice as effective

The Mystic
* Meteor Showers spell
* All Guilds are twice as effective
* +30% Spell Duration (For Duration Spells Only)
* +30% Spell Effects (For Instant Spells Only) (Excludes Mystic Vortex, Tree of Gold, and Paradise)

The Warrior
* -50% Land Losses when Ambushed
* +15% Enemy Casualties (on attack or defense)
* -15% Your Military Casualties (on attack or defense)
* -15% Attack Time


The Tactician

* Access to enhanced Conquest Attack at all times
* Gain 30% more Specialist and Building Credits
* 10% more OME in war
* -30% Military Training Time

The Cleric
* – 50% Your Military Casualties (on attack or defense)
* Troops losses on attacks or defense converted to soldiers
* 1 extra General