DeletedUser627
Guest
In keeping with the theme of "Orcs", there are some nasty surprises to keep in mind when planning for this new race.
I haven't played Orcs in Beta, so if any of you already have, please add your experience! Especially if you find any reason for encouragement - the combination of ugly buildings and increased pressure to purchase premium buildings precludes excitement on my part.
- The Temple of Seeds has been significantly undercut (already). It yielded 225 culture / grid, and the new premium culture (unnamed in Wiki) yields 300 / grid.
- Non-premium culture increase is niggardly. Ponds yield 123/grid, and the new non-premium is 145/grid. This is an 18% increase, scant when compared to the 28% increase from Dwarven Temples to Fairy Ponds
- Each essential Armory upgrades will cost about 650 population, 1800 culture, and 7 grid spaces. Since Orcs are mandatory, this is a primary design factor for the race. The training size increases from 48 to 87. This means that 2 Orc Armories will do the work of 3 Fairy ones - so the number of Armories we want will depend on how many Orcs we need.
- The new shape of Residences means that your streets will have to be re-oriented. Unfortunately, it's a massive re-working with precious little reward. Remember how difficult it was to gain the population required for Fairy upgrades? We had an 18% increase per grid, and still struggled to upgrade. The Orc population increase is only 1% over Fairy
- The T3 Magical Goods aren't in the Wiki yet. I think they're the same size.
I haven't played Orcs in Beta, so if any of you already have, please add your experience! Especially if you find any reason for encouragement - the combination of ugly buildings and increased pressure to purchase premium buildings precludes excitement on my part.