Orcs

Roleplay Info

Though closely related to Goblins they possess a wit that their foul brethren can never attain. Savage and brutal in everything they do, orcs have manifested themselves as beings that live only to fight. Harbouring hardly any empathy for other races, they mercilessly destroy anything and anyone that gets in their way. Orcs believe that only through conquest and enslaving all other races can they re-establish the lost glory of ages past. Bent on domination as they are, orcs have discovered that the creation of powerful machines of war will greatly aid them in obtaining their ultimate goal.

Strengths

Decent Fighters, Clerics and Archers, good Assassination potential, low Mutiny and excellent War Machines. Orcs are Cannibalistic and use the very powerful special Bloodlust.

Weaknesses

Below average Looting and Spying potential. Terrible food production.

Special Ability

Bloodlust - All orc troops are infused with Herculean strength, making them do far greater amounts of damage in battle (double damage). Your villagers devour the weakest amongst them and don't require additional sustenance (population don't eat food). Using Bloodlust more than once will not increase the damage done but will make it more difficult for enemy Dark Elves to Dark Power your Bloodlust.

Necromancy - Orc shamans and acolytes practice the dark arts to raise the dead and turn them against an enemy. This is particularly nasty for Trolls who will not be able to regenerate the troops animated this way. The strength of the Necromancy is determined by magic skill and population. There also need to be dead troops for the spell to do anything. If used against vampires it will cast aphrodisia on them, which destroys fear barriers if necromancy power is larger than fear barriers power.

Cannibalism - Orcs eat the corpses of enemy population and warriors who were killed in battle.


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The Numbers


Troop Percentages

Troop Quality
Archers 250%
Assassins 95%
Clerics 250%
Fighters 250%
Mages 100%
Rangers 175%
Thieves 95%

Food Modifiers

Type Modifier Description
Food Consumed 1 For every 1 unit of population or military, 1 food is consumed.
Food Produced 0.7 For every 5 farm parts, 650 food is produced
Population 0.3 Population will grow by 30% per turn if housing is available.
Cannibalism 0.1 More information on Cannibalism

Equipment/Construction

Type Modifier Description
Build Rate 1 Laborers are normal when constructing Buildings.
Build Equipment Rate 1 Laborers are normal when constructing Weapons, Armor, and War Machines.
Armor Usage 1 Armor usage is normal.
Weapon Usage 1 Weapon usage is normal.
Armor Study 0.7 Armor study is below normal.
Weapon Study 0.4 Weapon study is below normal.
War Machines Production Quality 2.25 War Machines are produced at 225% of the studied quality. (i.e. 100% study means 225% war machines.)
Laborers per War Machine 0.5 Number of Laborers required to handle a War Machine is 50% of normal.

Misc.

Type Modifier Description
Assassinate 0.9 Assassins are 90% as effective as normal assassins when trying to assassinate others.
Loot 0.6 Thieves are 60% as effective as normal thieves when trying to steal from others.
Mana 0.7 Population will produce mana at the same rate as a normal population 70% of its size.
Morale 0.1 Morale changes at a rate 10% that of the normal rate.
Mutiny 3.3 Read more about Mutiny.
Search 0.6 Rangers are 60% as effective as normal rangers when exploring for land or food.
Spy 0.5 Spies are 50% as effective as normal spies.
General Study 0.8 Study of non-magic areas and general magic skill proceeds at 80% of the normal study rate.
Spell Study 0.8 Study in realms of magic proceeds at 80% of the normal spell study rate.

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Strategies

"Orcs are like auto-win" -Cynotylapia

They certainly can be if played smartly! This means noticing the differences between their similar races: notably gnomes (2nd best WMS) and ogres (other race with Bloodlust).

Compared to gnomes, they will only win the WMS race if they get better studies. They will only do this by having more land to make up for their poor study modifier. Their Bloodlust (as well as troop mix) is key.

Ogres are a much simpler race to play, because they only have one strength to capitalize on, (i.e., BL Fighters, Raid) whereas orcs' BL'd fighters are great at raiding, and their BL'd archers are even better at bombing (if you're trying to avoid the extra WMS score, perhaps in the early-game). Don't neglect to use this versatility to your advantage, and if you can't get a dispel & scry (or spy if you must, but 50% modifier is terrible) through, you would be advised to find another target.

Note that when balancing their power (damage * absorption) against score with BL (as you should almost* ALWAYS want to have BL up for defense). One might be going for 20/31 damage/abs (the tooltip %s) to try to be just slightly absorb heavy after BL (20 * 1.5 = 30) for 30/31 (and an equivalent power of 930). This would not be as good as going 25/26 with the same investment of score, and ending with 37.5 / 26, for a total power of 975 -- significantly better. That is, just 'balance' your troops like you would for any other race, and you'll be just that much better w/ BL ;)

A sample first 200 which emphasizes getting a 200% 'basics' study in ... is coming soon. (actually I can just paste it here for myself in non-table format -- it's not that bad... ok, yes it was, sorry folks.)

Sample First 200 Turns

  • IMPORTANT NOTE: The below sample is somewhat old. Now all current kingdoms ALREADY start with a full market place (30 pcs). So at least skip the build market pieces until could you can actually build more than one per turn (build 2, 3, etc per turn..)

Note that when building, "1 market" means 1 market piece, etc. Aphro is used to get enough gold for a quick basic-study, and takes advantage of orcs' great morale modifier to do so.

Turn Action
Before Moving dismiss 250 mages into pop, sell fighters, clerics, remaining mages, thieves, assassins, scholars, and war machines. Destroy all outposts, guard towers, armories and vaults.
Turn 1 build 1 market
Turn 2 cast 1 turn max mana aphro
Turn 3 build 1 market
Turn 4 cast 1 turn max mana aphro
Turns 5-7 build 1 market (3 times)
Turn 8 cast 1 turn max mana aphro
Turns 9-11 build 1 market (3 times)
Turn 12 cast 1 turn max mana aphro
Turns 13-15 build 1 market (3 times)
Turn 16 cast 1 turn max mana aphro
Turns 17-19 build 1 market (3 times)
Turn 20 cast 1 turn max mana aphro
Turn 21-22 build 1 market (2 times)

Note: 16 markets, morale over 250% = 7,975 gold per turn

Turn Action
Turns 23-34 build 1 coliseum (12 times) (11,275 gold / turn @ end)
Turn 35 build 1 village
Turn 36 explore for land 1 turn
Turn 37-39 build 1 village (3 times)
Turn 40 cast 1 turn max mana aphro
Turn 41 build 1 village
Turn 42 build 1 market
Turn 43 build 1 coliseum
Turn 44-46 build 1 village (3 times)
Turn 47 build 1 market
Before Moving hire 400 labs (able to build 2 villages / turn)
Turn 48 build 2 villages (1 turn!)
Turn 49 build 1 market
Turn 50?? build 1 coliseum

NOTE: 19 markets, 14 coliseums, 250%+ morale = 14,965 gold per turn

Turn Action
Turn 49 build 2 villages
Turn 50 build 1 market
Turn 51 build 1 coliseum
Turn 52 build 2 villages
Turn 53 build 1 market
Turn 54 build 1 coliseum
Turn 55 build 2 villages
Turn 56 build 1 market
Turn 57 build 1 coliseum

NOTE: 22 markets, 17 coliseums, 250%+ morale = 21,525 gold per turn

Turn Action
Turns 58 & 59 explore for land (2 turns)
Before Moving Hire 500 labs (to build 3 vils / turn)
Turn 60 build 3 villages (1 turn!)
Turn 61 build 3 villages
Turn 62 build 1 market
Turn 63 build 3 villages
Turn 62 build 1 market
Turn 63 build 1 coliseum

NOTE: 24 markets, 18 coliseums, 250%+ morale = 25,215 gold per turn

Turn Action
Turn 64 build 3 villages
Turn 65 build 1 market
Turn 66 build 1 coliseum
Before Moving Hire 500 labs (to build 4 vils / turn)
Turn 67 build 4 villages (1 turn!)
Turns 68-69 build 1 market (2 turns)
Turn 70 build 1 coliseum
Turns 71 & 72 build 4 villages (2 times)
Turn 73 build 1 market
Turn 74 build 1 coliseum

NOTE: 28 markets, 21 coliseums, 250%+ morale = 35,465 gold per turn

Turn Action
Before moving hire 500 labs (5 Vils / Turn)
Turn 75 build 5 villages (1 turn!)
Turn 76 & 77 build 1 market (x2)
Turn 78 & 79 build 1 coliseum (x2)
Before moving hire 700 rangers (barracks full!)
Turn 80 explore for land 1 turn
Turn 81 build 1 village & 4 barracks (1 turn!)

NOTE: 30 markets, 23 coliseums = 40,417 gold per turn

Turn Action
Turn 82 cast 1 turn max mana aphro
Before moving hire 500 labs (will just build vils/colis now until after study)
Turn 83 build 6 villages (1 turn!)
Turn 84 build 1 coliseum
Turn 85 build 6 villages
Turn 86 build 1 coliseum
Turn 87 build 6 villages
Turn 88 build 1 coliseum

NOTE: 30 markets, 26 coliseums, 250%+ morale = 46,985 gold per turn


Turn Action
Before moving use all gold to hire rangers
Turn 89 explore for land 1 turn
Turn 90 build 6 villages
Turn 91 build 1 coliseum
Turn 92 build 6 villages
Turn 93 build 1 coliseum

NOTE: 30 markets, 28 coliseums, 250%+ morale = 52,025 gold per turn

Turn Action
Turn 94 Blood Lust (need food)
Turn 95 build 6 villages
Turn 96 build 6 villages
Before Moving hire rangers to fill barracks
Turn 97 explore for land 1 turn
Turn 98 build 6 barracks
Turn 99 build 6 villages
Turn 100 build 1 coliseum
Turn 101 build 1 coliseum
Turn 102 Blood Lust (food)
Turn 103 build 6 villages
Before Moving use all gold to hire rangers
Turn 104 explore for land 1 turn
Turn 105 build 6 villages
Turn 106 build 1 coliseum
Turn 107 Blood Lust (food)
Turn 108 build 1 coliseum
Before Moving buy enough rangers to = 5,000 total
Turn 109 explore for land 1 turn
Turn 110 build 25 farms
Turn 111 build 25 farms
Turn 112 Blood Lust (food)
Turn 113 cast 1 turn max mana aphro
Turn 114 explore for land 1 turn
Turn 115 build 25 farms
Turn 116 explore for land 1 turn
Turn 117 build 25 farms
Turn 118 explore for land 1 turn
Turn 119 cast 1 turn max mana aphro
Turn 120 build 25 farms

NOTE: 30 markets, 32 coliseums, 250%+ morale = 63,251 gold per turn

Turn Action
Turn 121 explore for land 1 turn
Turn 122 build 25 farms (harvest almost = consumption)
Turns 123-127 explore for land 5 turns
Turn 128 cast 1 turn max mana aphro
Turns 129-133 explore for land 5 turns
Turns 134-136 build 6 barracks (3 times)
Turn 137 cast 1 turn max mana aphro
Turns 138-141 explore for land 4 turns (need gold)
Before Moving hire 7,500 scholars
Turns 142-144 study economy 3 turns (200%)
Turns 145-147 study construction 3 turns (200%)
Before Moving hire 1,249 labs
Turn 148 build 75 farms
Turn 149 cast 1 turn max mana aphro
Before Moving hire 749 labs
Turns 150 & 151 explore for land 2 turns
Before Moving hire 500 labs (out of barracks space)
Turn 152 build 20 barracks
Turns 153-162 build 3 markets (repeat 10)

NOTE: 60 markets, 32 coliseums, 250%+ morale = 99,861 gold per turn

Turn Action
Turns 163 & 164 study magic skill 2 turns
Turn 165 cast 1 turn max mana aphro
Before Moving hire 500 labs
Turns 166-168 build 12 guard towers (repeat 3)
Turn 169 build 20 training fields, 2 barracks (1 turn)
Turn 170-173 build 5 cathedrals (repeat 4)
Turn 174-178 explore for land 5 turns
Turn 179 cast 1 turn max mana aphro
Turn 180 build 22 barracks
Turn 181 Blood Lust (food)
Before Moving hire 5,000 assassins (most important prep to defend against!)
Turn 182 study assassins 1 turn
Turns 183-185 explore for land 3 turns
Turn 186 Blood Lust (food)
Before Moving hire 5,000 clerics (2nd most important troop, usually needed in greater quantity)
Turn 187 build 5 cathedrals
Turns 188-190 build 12 guard towers (repeat 3)
Turn 191 Blood Lust (food)
Turns 192-194 explore for land 3 turns
Turn 195 build 22 barracks
Turn 196 Blood Lust (food)
Turn 197 build 12 guard towers
Before Moving hire 1k fighters, 1k archers, 1k clerics
Turn 198 build 12 guard towers

NOTE: This is under construction.